<?xml version='1.0' encoding='UTF-8'?><?xml-stylesheet href="http://www.blogger.com/styles/atom.css" type="text/css"?><feed xmlns='http://www.w3.org/2005/Atom' xmlns:openSearch='http://a9.com/-/spec/opensearchrss/1.0/' xmlns:georss='http://www.georss.org/georss' xmlns:gd='http://schemas.google.com/g/2005' xmlns:thr='http://purl.org/syndication/thread/1.0'><id>tag:blogger.com,1999:blog-2121546376350658477</id><updated>2012-01-08T01:18:57.776-05:00</updated><category term='GOTY'/><category term='50 Cent: Blood on the Sand'/><category term='movies'/><category term='books'/><category term='strategy'/><category term='videogames as art'/><category term='Greg Kasavin'/><category term='Apple'/><category term='E3'/><category term='Super Mario Galaxy 2'/><category term='Oblivion'/><category term='Dead Space'/><category term='Dawn of War 2'/><category term='Dead Space 2'/><category term='Civilization: Revolution'/><category term='EA'/><category term='Dead Rising 2'/><category term='Puzzle Quest 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term='pavlov'/><category term='BioShock Infinite'/><category term='Crackdown 2'/><category term='Just Cause 2'/><category term='Dr. Mario'/><category term='Two Worlds II'/><category term='Starcraft'/><category term='dreams'/><category term='Jurassic Park: The Game'/><category term='Toy Soldiers: Cold War'/><category term='Warhammer 40K'/><category term='Dating/Relationships'/><category term='Civilization IV'/><category term='L.A. Noire'/><category term='Drew Karpyshyn'/><category term='Fallout: New Vegas'/><category term='Torchlight'/><category term='Giant Bomb'/><category term='The Beatles: Rock Band'/><title type='text'>Infinite Lag</title><subtitle type='html'></subtitle><link rel='http://schemas.google.com/g/2005#feed' type='application/atom+xml' href='http://infinitelag.blogspot.com/feeds/posts/default'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/2121546376350658477/posts/default?max-results=100'/><link rel='alternate' type='text/html' href='http://infinitelag.blogspot.com/'/><link rel='hub' href='http://pubsubhubbub.appspot.com/'/><author><name>J.P. Grant</name><uri>http://www.blogger.com/profile/10359445806017817088</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://3.bp.blogspot.com/_AMFXeEK5E28/S8NpJUygTZI/AAAAAAAAAAY/w7_Fo8G6uMM/S220/n835749094_714454_8272.jpg'/></author><generator version='7.00' uri='http://www.blogger.com'>Blogger</generator><openSearch:totalResults>93</openSearch:totalResults><openSearch:startIndex>1</openSearch:startIndex><openSearch:itemsPerPage>100</openSearch:itemsPerPage><entry><id>tag:blogger.com,1999:blog-2121546376350658477.post-8042426598037109957</id><published>2012-01-05T21:40:00.000-05:00</published><updated>2012-01-05T21:40:20.126-05:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='game writing'/><category scheme='http://www.blogger.com/atom/ns#' term='design'/><title type='text'>Fair Play</title><content type='html'>Every time &lt;a href="https://twitter.com/#%21/jennatar"&gt;Jenn Frank&lt;/a&gt; publishes a new piece, she proves why she continues to be my favorite games writer. Aside from being the most skilled personal essayist in this space, she also has an uncanny knack for teasing broader themes out of details. She's done it again, dammit, in her latest blog post, "&lt;a href="http://infinitelives.net/2012/01/05/on-games-of-chance-and-cheating-and-religion/"&gt;On games of chance and 'cheating.'&lt;/a&gt;" Please go read it now, if you haven't already, since this post is in response to Jenn's. Incidentally, so is this image:&lt;br /&gt;&lt;br /&gt;&lt;table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"&gt;&lt;tbody&gt;&lt;tr&gt;&lt;td style="text-align: center;"&gt;&lt;a href="http://memegenerator.net/cache/instances/400x/12/12594/12897017.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"&gt;&lt;img border="0" height="320" src="http://memegenerator.net/cache/instances/400x/12/12594/12897017.jpg" width="320" /&gt;&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td class="tr-caption" style="text-align: center;"&gt;&lt;i&gt;&lt;a href="http://jennfrank.tumblr.com/post/14178543249/in-reply-to-my-tweet-j-p-also-made-me-something" target="_blank"&gt;Context&lt;/a&gt;(?) &lt;/i&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&lt;br /&gt;[Quick aside: I almost didn't write this post because Jenn is one of those writers I affectionately call "hamstringers"—writers whose stuff is so good, you feel hamstrung even thinking about writing anything yourself. In retrospect, that vaguely porcine nickname is probably not very flattering to anyone. Sorry, Jenn. Here's another Gosling.]&lt;br /&gt;&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://memegenerator.net/cache/instances/400x/12/12596/12898945.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="320" src="http://memegenerator.net/cache/instances/400x/12/12596/12898945.jpg" width="320" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;Anyway, I won't bother recapping Jenn's article here because you really should've read it already. But I do want to respond to one idea that clicked with me. I apologize if this is a little rambling, but here goes.&lt;br /&gt;&lt;br /&gt;The theme of "fairness" in gaming is endlessly interesting to me. That's probably because, as Jenn implies, how we judge the "justness" of players' various approaches to the rules of games—which are microcosms, after all—can say a lot about our beliefs about much larger issues in life. &lt;br /&gt;&lt;br /&gt;Jenn relates the story of &lt;i&gt;Jeopardy!&lt;/i&gt; contestant (not Super Bowl-winning running back) &lt;a href="http://en.wikipedia.org/wiki/Roger_Craig_%28Jeopardy%21_contestant%29" target="_blank"&gt;Roger Craig&lt;/a&gt;, whose intense preparation, including statistical analysis of most likely question topics, helped him become earn the highest total single-day winnings in the show's long history. Jenn wonders if Craig's obsessive study of the game crossed the boundaries of "fair play." She decides it didn't, but does arrive at this thought: "we socially dictate such a fine line between ‘knowing the real rules’ and ‘cheating.'"&lt;br /&gt;&lt;br /&gt;That story reminded me of &lt;a href="http://www.esquire.com/features/impossible/price-is-right-perfect-bid-0810" target="_blank"&gt;this fascinating piece&lt;/a&gt; from &lt;i&gt;Esquire &lt;/i&gt;on Terry Kniess, the first contestant on &lt;i&gt;The Price Is Right&lt;/i&gt; to win both Showcases with a perfect bid. A former weatherman, Kniess took a job as a security employee for a casino. Studying patrons, he became an expert in reading the ways they would exploit the games to their advantage—not by "cheating," necessarily, but by identifying and capitalizing on opportunities and weaknesses (e.g., counting cards). He became an expert at pattern recognition. Kniess eventually moved to the other side of the blackjack table, teaching himself to count cards—the quintessential example of an exploit that's as close to cheating as you can get without actually cheating. &lt;br /&gt;&lt;br /&gt;In 2008, Kniess and his wife turned their attention to &lt;i&gt;The Price Is Right&lt;/i&gt;, obsessively studying past shows to memorize the retail prices of common items. When he finally appeared as a contestant, he pulled off an incredible victory:&lt;br /&gt;&lt;br /&gt;&lt;iframe allowfullscreen="" frameborder="0" height="315" src="http://www.youtube.com/embed/4AKqFctkKMY?rel=0" width="560"&gt;&lt;/iframe&gt;&lt;br /&gt;&lt;br /&gt;That winning bid was incredible in the truest sense of the word: it defied credibility. Especially given the preponderance of winning contestants on this particular episode, host Drew Carey and the crew were convinced the fix was in. From the &lt;i&gt;Esquire &lt;/i&gt;article, here's Carey's reaction:&lt;br /&gt;&lt;blockquote class="tr_bq"&gt;&lt;div style="text-align: left;"&gt;&lt;span style="font-size: small;"&gt;&lt;i&gt;"Everybody thought someone had cheated. We'd just fired Roger  Dobkowitz, and all the fan groups were upset about it. I thought, Fuck,  they just fucking fucked us over. Somebody fucked us over. I remember  asking, 'Are we ever going to air this?' And nobody could see how we  could. So I thought the show was never going to air. I thought somebody  had cheated us, and I thought the whole show was over. I thought they  were going to shut us down, and I thought I was going to be out of a  job."&lt;/i&gt;&lt;/span&gt;&lt;/div&gt;&lt;div style="text-align: left;"&gt;&lt;span style="font-size: small;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;&lt;div style="text-align: left;"&gt;&lt;span style="font-size: small;"&gt;&lt;i&gt;And just over there, just on the other side of that curtain,  was twice-perfect Terry Kniess, still dancing to the music. "I was  like, Fuck this guy," Carey says. "When it came time to announce the  winner, I thought, It's not airing anyway. So fuck him."&lt;/i&gt;&lt;/span&gt;&lt;/div&gt;&lt;/blockquote&gt;But the episode did air, and Carey's lackluster reaction to the perfect bid made more headlines than the bid itself. Carey suspected Kniess was colluding with another obsessive &lt;i&gt;The Price Is Right&lt;/i&gt; fan, former contestant Ted Slauson, who happened to have been seated with Kniess in the audience. But former host Bob Barker would have crowned Kniess king of the game, the article says, for this "studio magic."&amp;nbsp; In this view Kniess wasn't a charlatan, but "only...a disciplined man, a  weatherman who had spent a lifetime being accurate, and who had also  been a little bit lucky, and who had &lt;b&gt;won a game that was made to be  broken&lt;/b&gt;."&lt;br /&gt;&lt;br /&gt;That's my emphasis there. A game that was made to be broken: is that what most games are, really? &lt;i&gt;The Price Is Right&lt;/i&gt;, like all game shows (and most videogames), is a power fantasy. We root for the contestants to win because on some level we place ourselves in their shoes. We &lt;i&gt;want &lt;/i&gt;them to break the game, if "breaking" means exploiting the rules to their advantage. We like to believe that the game can be beaten, that with determination, effort, and intelligence, we can overcome. It's Man against the System. With guts and smarts, you can make something of yourself, no matter who you are or where you come from. You make your own luck. That's the American Dream.&lt;br /&gt;&lt;br /&gt;Terry Kniess and Roger Craig, are men who made their own luck. Through their intense preparation, these players exploited patterns in the game's system to reduce its advantage over them. Yet while we admire their hard work, we also tend to be suspicious of this kind of player. They've ruined the &lt;i&gt;real&lt;/i&gt; fantasy, which is that we can win &lt;i&gt;without &lt;/i&gt;obsessive preparation or superior talent. We can simply get lucky. If people didn't believe that, they'd never watch game shows. No wonder Drew Carey was pissed.&lt;br /&gt;&lt;br /&gt;Jenn discusses players like Kniess and Craig who seek out and master the "secret rules" the rest of us don't consider, those patterns that are invisible to most of us, but once recognized, can be exploited to great advantage. Is it ethical to do so? Back to Jenn's point: there's a fine line between "mastery" and "cheating." It's hard to argue either Kniess or Craig was "cheating": their regimens were self-directed, required persistence and intelligence, and were intensely focused on the games' victory conditions. No outside manipulation of the rules or content of the games was necessary. It's easy to see them as heroes in their narratives.&lt;br /&gt;&lt;br /&gt;That's why the case of self-proclaimed &lt;i&gt;Survivor &lt;/i&gt;"villain" Jon Dalton, a.k.a. &lt;a href="http://en.wikipedia.org/wiki/Jon_Dalton" target="_blank"&gt;Jonny Fairplay,&lt;/a&gt; is so interesting here. I haven't seen much &lt;i&gt;Survivor &lt;/i&gt;myself, but from what I gather contestants are encouraged, even expected, to make deceit a major tactic. Although he never won the game, Dalton became notorious for his psychological manipulation of the other contestants. Most egregiously, he lied about his grandmother dying to gain sympathy votes. Is this morally ugly? Probably. But it's certainly much closer to mastery than to cheating. Through study of previous seasons of the show, Dalton perceived an opportunity to exploit a weakness, and he capitalized on it. That weakness just happened to be a quality we value, empathy.&lt;br /&gt;&lt;br /&gt;The irony of Dalton's self-appointed nickname was not lost on the audience and pop culture at large. He was a compelling player precisely because he appeared to straddle that fine line between mastery and cheating. To him, certainly, his tactics exemplified "fair play": he stayed within the rules of the game, but manipulated the odds in his favor, as any good player should. From what I know of him, which is blessedly little, Dalton seems to be a pretty repellent person on a personal level, and it's not surprising he's played up his "villain" image to extend his brief moment in the spotlight. Some of the vilification is no doubt attributable to him actually being a douchebag. But what's relevant to Jenn's discussion is how problematic his exploitation of the game was compared to Kniess's or Craig's. Dalton manipulated &lt;i&gt;people&lt;/i&gt;, and even though that was well within the rules of the game, he was vilified for it. Kniess and Craig merely mastered the rules of an inanimate system. A system, in both cases, that features prominent sponsorships from faceless corporations hawking retail goods, entities no one feels guilty about cheating.&lt;br /&gt;&lt;br /&gt;So back to Jenn's thought: "we socially dictate such a fine line between ‘knowing the real rules’ and ‘cheating.'" It's the &lt;i&gt;social &lt;/i&gt;part of it that gums up the works, right? As children we're taught that cheating is wrong, that playing fair is the moral choice. So naturally, we immediately turn our energy to figuring out how to work the system to our advantage within the confines of "fair play." We seek out ways to bend the unspoken understandings that inform games. You'll get thrown out of a casino for counting cards not because it violates a rule of Blackjack, but because it violates &lt;i&gt;a convention of play&lt;/i&gt;. It dispels the illusion of luck, of randomness, that makes the game enticing. It also pisses off the house, which is the only entity that is allowed to fleece anyone in this setting, dammit. &lt;br /&gt;&lt;br /&gt;The perception of "fairness" is the key here. A child who loses a game will often cry "No fair!", as if the act of losing itself were an injustice. His notion of fairness is tied to his desired outcome. It is a transparently and often hilariously subjective thing.&lt;br /&gt;&lt;br /&gt;Yet as we mature, we learn how to temper our, um, tempers. We gain a broader understanding of both the letter and the spirit of the rules games set forth. We realize the necessity of a level playing field in which rules are clearly defined and not subject to change based on our mood or recent sugar intake. We accept that playing games isn't always about winning, but about sharing a fun experience. In order for a game to be fun, we believe, it must strive for balance. And players have an obligation to approach that in good faith. When we perceive that they don't—even if they in fact have—we get upset. A contract has been broken.&lt;br /&gt;&lt;br /&gt;Consider "spawn camping" in FPSes. It's dickish to camp out near a spawn point and waste other players as soon as they appear, but for years this behavior was perfectly within the confines of games' rules. Modern FPSes often have code in place to prevent it, and rightly so—it's more fun for everyone that way. But if the game &lt;i&gt;allows &lt;/i&gt;you to do something, even something as dickish as spawn camping or lying about your grandma's death to get sympathy votes, is it really cheating? After all, the game is made to be broken.&lt;br /&gt;&lt;br /&gt;That's why good QA testers are some of the most valuable employees a videogame studio has. They stretch the limits of the game not only on a technical level, but also in terms of which behaviors it should and should not allow. They break the game and break it again until the opportunities for exploitation, or at least exploitation that's not fun, are minimized. Players still find ways to manipulate the systems, of course. But how much of that is "breaking the game," and how much of it is strategy and skill? I wouldn't accuse &lt;i&gt;StarCraft &lt;/i&gt;of being broken just because &lt;a href="http://en.wikipedia.org/wiki/Lim_Yo-Hwan" target="_blank"&gt;Boxer&lt;/a&gt; could trounce me. &lt;br /&gt;&lt;br /&gt;Instead, I think when we call a game "broken" we mean that some facet of its ruleset is unbalanced. The level of challenge is out of whack. Something feels biased one way or the other, so much so that exploiting the imbalance feels closer to cheating than to mastery. In games, as in life, we crave that ideal level playing field. Even if we know it's often a myth.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/2121546376350658477-8042426598037109957?l=infinitelag.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://infinitelag.blogspot.com/feeds/8042426598037109957/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://infinitelag.blogspot.com/2012/01/fair-play.html#comment-form' title='3 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/2121546376350658477/posts/default/8042426598037109957'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/2121546376350658477/posts/default/8042426598037109957'/><link rel='alternate' type='text/html' href='http://infinitelag.blogspot.com/2012/01/fair-play.html' title='Fair Play'/><author><name>J.P. Grant</name><uri>http://www.blogger.com/profile/10359445806017817088</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://3.bp.blogspot.com/_AMFXeEK5E28/S8NpJUygTZI/AAAAAAAAAAY/w7_Fo8G6uMM/S220/n835749094_714454_8272.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://img.youtube.com/vi/4AKqFctkKMY/default.jpg' height='72' width='72'/><thr:total>3</thr:total></entry><entry><id>tag:blogger.com,1999:blog-2121546376350658477.post-279824781389952234</id><published>2011-12-30T17:15:00.000-05:00</published><updated>2011-12-30T17:15:00.479-05:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Bastion'/><category scheme='http://www.blogger.com/atom/ns#' term='GOTY'/><title type='text'>GOTY 2011: Bastion</title><content type='html'>&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://3.bp.blogspot.com/-NscFeHgQE9M/Tv3-OJlrqnI/AAAAAAAAAN4/hvPy1zdB3Ms/s1600/bastion_soundtrack.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="223" src="http://3.bp.blogspot.com/-NscFeHgQE9M/Tv3-OJlrqnI/AAAAAAAAAN4/hvPy1zdB3Ms/s400/bastion_soundtrack.jpg" width="400" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;I've contributed to a few year-end best-of lists this year, including two for &lt;i&gt;Paste&lt;/i&gt; (one for &lt;a href="http://www.pastemagazine.com/blogs/lists/2011/12/the-20-best-videogames-of-2011.html"&gt;traditional releases&lt;/a&gt;, one for &lt;a href="http://www.pastemagazine.com/blogs/lists/2011/12/the-10-best-mobile-games-of-2011.html"&gt;mobile games&lt;/a&gt;), one for &lt;i&gt;Kill Screen&lt;/i&gt; (it'll be up on &lt;a href="http://killscreendaily.com/"&gt;the site&lt;/a&gt; in January), and even the &lt;a href="http://www.gamerswithjobs.com/node/110641?page=4#comment-2067262"&gt;community vote&lt;/a&gt; at Gamers With Jobs. Had &lt;i&gt;Bastion &lt;/i&gt;been released in a mobile format, it would've topped all four.&lt;br /&gt;&lt;br /&gt;No other game released in 2011 felt as coherent to me as &lt;i&gt;Bastion &lt;/i&gt;did, as well-executed in all phases of its design. This game demonstrated a singularity of purpose I didn't encounter elsewhere, with the possible exceptions of &lt;i&gt;Portal 2&lt;/i&gt; and &lt;i&gt;Dark Souls&lt;/i&gt;. But unlike those (terrific) titles, &lt;i&gt;Bastion &lt;/i&gt;appealed to both my head and heart. That's not surprising given the thoughtfulness and talent of the team at Supergiant Games, some of whom I was fortunate to meet at &lt;a href="http://www.gamermelodico.com/2011/03/pax-east-2011-bastion-preview-interview.html"&gt;PAX East last year&lt;/a&gt;.&lt;br /&gt;&lt;br /&gt;Below I discuss some of the reasons &lt;i&gt;Bastion &lt;/i&gt;was my favorite game this year. But since they get into serious story spoiler territory, I've hidden them behind the break. If you haven't yet played the game, &lt;b&gt;please &lt;/b&gt;do yourself a massive favor and hold off reading until you've finished it (preferably twice!). In &lt;i&gt;Bastion&lt;/i&gt;, far more than in other narrative-heavy games, the element of discovery and reflection is incredibly important.&lt;br /&gt;&lt;br /&gt;Ready, Kid? Let's go.&lt;br /&gt;&lt;br /&gt;&lt;a name='more'&gt;&lt;/a&gt;&lt;br /&gt;In no particular order, here are the reasons I found &lt;i&gt;Bastion &lt;/i&gt;so remarkable.&lt;br /&gt;&lt;br /&gt;1. &lt;b&gt;It's a pretty post-apocalypse.&lt;/b&gt; Jen Zee's art creates lush, vibrant landscapes and stylized characters reminiscent of Jim Henson productions. As in &lt;i&gt;Labyrinth&lt;/i&gt; or &lt;i&gt;The Dark Crystal&lt;/i&gt;, you get the feeling that although this world is strange and magical, it is internally consistent: everything belongs where it is. Environments are varied, but in ways that serve the story, not simply for the sake of having a "snow level" or a "train level." Ryan Kuo's &lt;a href="http://killscreendaily.com/articles/reviews/review-bastion"&gt;review&lt;/a&gt; describes the art in splendid detail, so check that out for a more thorough discussion. But I also think it's notable that &lt;i&gt;Bastion&lt;/i&gt;'s art creates a fairy tale atmosphere without sacrificing uniqueness or emotional weight. &lt;br /&gt;&lt;br /&gt;2. &lt;b&gt;Tension between (re)creation and destruction. &lt;/b&gt;Caelondia has quite literally fallen apart after the Calamity. The conceit of the world reconstituting itself under The Kid's feet is a brilliant approach to guiding player navigation and exploration, but more importantly, it's a constant visual reinforcement of your goal of rebuilding his world. Yet &lt;i&gt;Bastion &lt;/i&gt;is an action-RPG, so naturally you spend most of your time smashing stuff. You kill many enemies that either once were human or are still human; when you discover the cause of the Calamity and your people's own culpability in it, fighting the Ura feels just like smashing pieces of the world you're trying to rebuild. There's thus a constant tension between creation and destruction that is remarkably reflective of the story's main conflict. Not many games integrate story and mechanics in such a powerful and focused way. Supergiant clearly understands how to exploit genre conventions to meaningful ends.&lt;br /&gt;&lt;br /&gt;3. &lt;b&gt;That voice!&lt;/b&gt; Logan Cunningham's virtuosic performance as narrator Rucks goes a long way toward selling the story and world &lt;i&gt;without &lt;/i&gt;interrupting the gameplay. This is another example of Supergiant just &lt;i&gt;getting it&lt;/i&gt;: despite the central role of story, the player is in control at all times. Turns out you &lt;i&gt;can&lt;/i&gt; tell a great story while also delivering a great play experience. In &lt;i&gt;Bastion&lt;/i&gt;, Rucks is telling the story, but not driving it. The constant narration could very easily have become irritating, but the dialogue is so convincingly written and delivered that it becomes its own reward; every time I played I cranked my TV's volume and shushed anyone else in the room so as not to miss a word. Yet like the conflict with the Ura, the narration cannot be taken at face value. On my first playthrough, I didn't pick up on all the subtle hints Rucks was dropping about his own role in causing the Calamity. In my New Game+, I was amazed how much more resonance the narration acquired with my knowledge of what was going to happen. It's a testament to the strength and nuance of the writing that a game as "authored" as this becomes even fresher on a second playthrough.&lt;br /&gt;&lt;br /&gt;4. &lt;b&gt;Powerful moments.&lt;/b&gt; The story is well-paced throughout &lt;i&gt;Bastion&lt;/i&gt;, but what really stuck out to me were a few genuinely poignant moments—story beats where there's a bit of a pause to highlight emotional impact. Two resonated in particular. First, there was the moment you discover the Singer, Zia, the first other survivor aside from Rucks. That alone is interesting, because until that moment it wasn't clear if there were indeed going to be more characters; suddenly The Kid's journey became a little less solitary, and thus his motivations become a little more complicated. But it was Zia's song, the simple, gorgeous blues riff "Build That Wall," that was the turning point when I started to connect emotionally with the game. I started thinking about my play experience differently, focusing more on what things meant than what I was doing. Then there was the rescue/abandonment of Zulf, after he's been wounded by the Ura. I can't express how effective this scene was. You either pick up Zulf's dying body and carry him through a gauntlet of Ura firing projectiles at you, or walk that same gauntlet alone. But in both cases, I adored the moment the Ura stopped firing at me: you could see them recognize the futility of their revenge, their realization that more death would not bring their world or people back. The player's lack of control in this sequence (you can't counter-attack) is an elegant reinforcement of that motif; it's as if The Kid is choosing to suffer this abuse as penance for the Caelondians causing the Calamity. As in any good fairy tale, the themes are universal despite the fantasy setting. This allows Supergiant to &lt;a href="http://killscreendaily.com/articles/profile-greg-kasavin"&gt;experiment with storytelling&lt;/a&gt; without sacrificing accessibility. And that ending! I can't believe they pulled off a conclusion that both wraps things up in a satisfying way &lt;i&gt;and &lt;/i&gt;encourages you to immediately fire up a New Game+.&lt;br /&gt;&lt;br /&gt;5. &lt;b&gt;Evocative music.&lt;/b&gt; Darren Korb's score is not only one of my favorite records of the year on its own merit, but also one of the most musically evocative game soundtracks I've ever heard, serving just as crucial a role as the art in world-building. It's built on bluesy, drop-tuned acoustic guitar riffs, with occasional flourishes of banjo and sitar over fuzzy, driving drumbeats. A few memorable melodies in Phrygian mode add a vaguely Eastern flavor. All in all, the effect is at once familiar and exotic, as a fairy tale world should be. And it's so well-suited to the rhythm of gameplay that I have a hard time listening to the music without picturing moving through the game world, or wanting to pick up the game again.&lt;br /&gt;&lt;br /&gt;6. &lt;b&gt;Tight controls.&lt;/b&gt; One of the nicest surprises about &lt;i&gt;Bastion &lt;/i&gt;is that it supports its many narrative, artistic, and musical ambitions with finely-tuned controls. I can't speak to the PC version, but on XBLA the game handled as smoothly as a luxury car. Although the aiming can get a little wonky for a few ranged weapons, especially the Calamity Cannon, the game is very responsive otherwise. Frankly, this was a huge relief for me, since given what I knew about &lt;i&gt;Bastion&lt;/i&gt; prior to release, I wasn't sure how well it would handle as, you know, a videogame. But to my great delight, it's one of the few games I own that controls so well that I actually &lt;i&gt;want &lt;/i&gt;to pursue combat challenge rewards. When your main point of comparison in terms of control fluidity is the &lt;i&gt;Batman &lt;/i&gt;games, you've done well.&lt;br /&gt;&lt;br /&gt;7. &lt;b&gt;Accessibility/difficulty balance.&lt;/b&gt; &lt;i&gt;Bastion &lt;/i&gt;is easy to pick up and play, with an intuitive, attractive UI. Yet one way it avoids becoming another clickfest action-RPG is with its novel approach to difficulty. Applying buffs to enemies to increase experience gain is interesting enough, but it's in combining these modifiers in different ways that this system shines. Doing so compels you to try out new weapon combinations and strategies, an important feature for a game with a generous selection of weapons. Weapons and abilities are expertly balanced, keeping the player feeling powerful but not overly so. The upgrade system feels natural as well, allowing you to use found items and currency to improve your equipment, but not overwhelming you with a million crafting options. And like everything else in &lt;i&gt;Bastion&lt;/i&gt;, both the difficulty and upgrade systems are incorporated diegetically. The conceit of the idols to adjust difficulty is particularly elegant, since it allows for more world-building without hammering the player over the head.&lt;br /&gt;&lt;br /&gt;8. &lt;b&gt;Restraint.&lt;/b&gt; Other RPG developers, please take note: sometimes less is so, so, so much more. &lt;i&gt;Bastion&lt;/i&gt; does not waste the player's time (or, just as importantly, attention) with reams of arcane lore. Item descriptions are a few sentences long at most, with oblique (at best) references to past events. Because of the narration, a full picture of Caelondia emerges without the need for obnoxious audio logs or in-game text. This works primarily because Rucks' lines are written and delivered in a naturalistic style that provides exposition without trespassing into cataloging. Keeping the backstory oblique also enhances the fairy tale atmosphere, letting the mystery and ambiguity of the world shine.&lt;br /&gt;&lt;br /&gt;So there you are: my pick for Game of the Year, 2011. It's not, erm, stretched out over &lt;a href="http://infinitelag.blogspot.com/2010/12/7-reasons-deadly-premonition-is-goty.html"&gt;multiple posts&lt;/a&gt; this time around. (You're welcome.) But for the many ways &lt;i&gt;Bastion &lt;/i&gt;demonstrates a thoughtful, emotionally affecting integration of storytelling and gameplay, it's my top choice.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/2121546376350658477-279824781389952234?l=infinitelag.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://infinitelag.blogspot.com/feeds/279824781389952234/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://infinitelag.blogspot.com/2011/12/goty-2011-bastion.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/2121546376350658477/posts/default/279824781389952234'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/2121546376350658477/posts/default/279824781389952234'/><link rel='alternate' type='text/html' href='http://infinitelag.blogspot.com/2011/12/goty-2011-bastion.html' title='GOTY 2011: Bastion'/><author><name>J.P. Grant</name><uri>http://www.blogger.com/profile/10359445806017817088</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://3.bp.blogspot.com/_AMFXeEK5E28/S8NpJUygTZI/AAAAAAAAAAY/w7_Fo8G6uMM/S220/n835749094_714454_8272.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://3.bp.blogspot.com/-NscFeHgQE9M/Tv3-OJlrqnI/AAAAAAAAAN4/hvPy1zdB3Ms/s72-c/bastion_soundtrack.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-2121546376350658477.post-782960295463012213</id><published>2011-11-29T13:00:00.005-05:00</published><updated>2011-11-29T13:00:01.217-05:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Warhammer 40K'/><title type='text'>40 Days of 40K Haiku</title><content type='html'>&lt;table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"&gt;&lt;tbody&gt;&lt;tr&gt;&lt;td style="text-align: center;"&gt;&lt;a href="http://1.bp.blogspot.com/-56LY5A32MLE/TtUUJHkYeoI/AAAAAAAAANg/2aqoWERJoKE/s1600/Warhammer40kSpaceMarine.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"&gt;&lt;img border="0" height="244" src="http://1.bp.blogspot.com/-56LY5A32MLE/TtUUJHkYeoI/AAAAAAAAANg/2aqoWERJoKE/s320/Warhammer40kSpaceMarine.jpg" width="320" /&gt;&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td class="tr-caption" style="text-align: center;"&gt;&lt;i&gt;Let's get this shit over with.&lt;/i&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&lt;br /&gt;At the risk of turning this into an &lt;a href="http://infinitelag.blogspot.com/2011/10/reaganomics.html"&gt;all-Warhammer 40K&lt;/a&gt;, &lt;a href="http://infinitelag.blogspot.com/2010/11/warhammered.html"&gt;all-the-time&lt;/a&gt; blog, I'm going against my better judgment and posting the collection of 40K-themed haiku I tweeted over the course of, well, 40 days. I'll do everyone a favor and hide it behind a break.&lt;br /&gt;&lt;br /&gt;For those who haven't been following this nonsense, the idea was a lark inspired by having to come up with a bio for &lt;a href="http://shop.killscreendaily.com/products/issue-5-sound"&gt;the latest issue of &lt;i&gt;Kill Screen&lt;/i&gt; (out now!)&lt;/a&gt;. "Let's say I tweet Warhammer 40K haiku," I wrote to my editor, when he asked for a few lines and my Twitter handle. I immediately logged on and threw together a few lines with the hashtag #40daysof40Khaiku. And only after I'd committed, as always happens with my projects, did I realize what I'd gotten myself into. To my great surprise and delight, along with a hint of self-loathing, people seemed to enjoy the result. They even asked me to collect the results and publish them.&lt;br /&gt;&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://1.bp.blogspot.com/-kJH-DPNdeuU/TtUblpXa25I/AAAAAAAAANo/EhLQBc58Cpw/s1600/Teddy-The-Space-marine.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="320" src="http://1.bp.blogspot.com/-kJH-DPNdeuU/TtUblpXa25I/AAAAAAAAANo/EhLQBc58Cpw/s320/Teddy-The-Space-marine.jpg" width="248" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;So, by popular demand, Space Marine Teddy Roosevelt presents: 40 Days of 40K Haiku.&lt;br /&gt;&lt;a name='more'&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;span id="internal-source-marker_0.856744782375042" style="background-color: transparent; color: black; font-family: Arial; font-size: 15px; font-style: normal; font-variant: normal; font-weight: bold; text-decoration: none; vertical-align: baseline;"&gt;10/11 - Day 1&lt;/span&gt;&lt;span style="background-color: transparent; color: black; font-family: Arial; font-size: 15px; font-style: normal; font-variant: normal; font-weight: normal; text-decoration: none; vertical-align: baseline;"&gt;&lt;/span&gt;&lt;br /&gt;&lt;span style="background-color: transparent; color: black; font-family: Arial; font-size: 15px; font-style: normal; font-variant: normal; font-weight: normal; text-decoration: none; vertical-align: baseline;"&gt;Drop pods streak through the&lt;/span&gt;&lt;br /&gt;&lt;span style="background-color: transparent; color: black; font-family: Arial; font-size: 15px; font-style: normal; font-variant: normal; font-weight: normal; text-decoration: none; vertical-align: baseline;"&gt;blackened sky. Underfoot, the&lt;/span&gt;&lt;br /&gt;&lt;span style="background-color: transparent; color: black; font-family: Arial; font-size: 15px; font-style: normal; font-variant: normal; font-weight: normal; text-decoration: none; vertical-align: baseline;"&gt;crunch of Eldar skulls.&lt;/span&gt;&lt;br /&gt;&lt;span style="background-color: transparent; color: black; font-family: Arial; font-size: 15px; font-style: normal; font-variant: normal; font-weight: normal; text-decoration: none; vertical-align: baseline;"&gt;&lt;/span&gt;&lt;br /&gt;&lt;span style="background-color: transparent; color: black; font-family: Arial; font-size: 15px; font-style: normal; font-variant: normal; font-weight: bold; text-decoration: none; vertical-align: baseline;"&gt;10/12 - Day 2&lt;/span&gt;&lt;span style="background-color: transparent; color: black; font-family: Arial; font-size: 15px; font-style: normal; font-variant: normal; font-weight: normal; text-decoration: none; vertical-align: baseline;"&gt;&lt;/span&gt;&lt;br /&gt;&lt;span style="background-color: transparent; color: black; font-family: Arial; font-size: 15px; font-style: normal; font-variant: normal; font-weight: normal; text-decoration: none; vertical-align: baseline;"&gt;Slay the foul xenos,&lt;/span&gt;&lt;br /&gt;&lt;span style="background-color: transparent; color: black; font-family: Arial; font-size: 15px; font-style: normal; font-variant: normal; font-weight: normal; text-decoration: none; vertical-align: baseline;"&gt;the heretic, the mutant:&lt;/span&gt;&lt;br /&gt;&lt;span style="background-color: transparent; color: black; font-family: Arial; font-size: 15px; font-style: normal; font-variant: normal; font-weight: normal; text-decoration: none; vertical-align: baseline;"&gt;purge them in His name.&lt;/span&gt;&lt;br /&gt;&lt;span style="background-color: transparent; color: black; font-family: Arial; font-size: 15px; font-style: normal; font-variant: normal; font-weight: normal; text-decoration: none; vertical-align: baseline;"&gt;&lt;/span&gt;&lt;br /&gt;&lt;span style="background-color: transparent; color: black; font-family: Arial; font-size: 15px; font-style: normal; font-variant: normal; font-weight: bold; text-decoration: none; vertical-align: baseline;"&gt;10/13 - Day 3&lt;/span&gt;&lt;span style="background-color: transparent; color: black; font-family: Arial; font-size: 15px; font-style: normal; font-variant: normal; font-weight: normal; text-decoration: none; vertical-align: baseline;"&gt;&lt;/span&gt;&lt;br /&gt;&lt;span style="background-color: transparent; color: black; font-family: Arial; font-size: 15px; font-style: normal; font-variant: normal; font-weight: normal; text-decoration: none; vertical-align: baseline;"&gt;Dawn on the Forge World.&lt;/span&gt;&lt;br /&gt;&lt;span style="background-color: transparent; color: black; font-family: Arial; font-size: 15px; font-style: normal; font-variant: normal; font-weight: normal; text-decoration: none; vertical-align: baseline;"&gt;This increased production will&lt;/span&gt;&lt;br /&gt;&lt;span style="background-color: transparent; color: black; font-family: Arial; font-size: 15px; font-style: normal; font-variant: normal; font-weight: normal; text-decoration: none; vertical-align: baseline;"&gt;please the Machine God.&lt;/span&gt;&lt;br /&gt;&lt;span style="background-color: transparent; color: black; font-family: Arial; font-size: 15px; font-style: normal; font-variant: normal; font-weight: normal; text-decoration: none; vertical-align: baseline;"&gt;&lt;/span&gt;&lt;br /&gt;&lt;span style="background-color: transparent; color: black; font-family: Arial; font-size: 15px; font-style: normal; font-variant: normal; font-weight: bold; text-decoration: none; vertical-align: baseline;"&gt;10/14 - Day 4&lt;/span&gt;&lt;span style="background-color: transparent; color: black; font-family: Arial; font-size: 15px; font-style: normal; font-variant: normal; font-weight: normal; text-decoration: none; vertical-align: baseline;"&gt;&lt;/span&gt;&lt;br /&gt;&lt;span style="background-color: transparent; color: black; font-family: Arial; font-size: 15px; font-style: normal; font-variant: normal; font-weight: normal; text-decoration: none; vertical-align: baseline;"&gt;From the depths of the&lt;/span&gt;&lt;br /&gt;&lt;span style="background-color: transparent; color: black; font-family: Arial; font-size: 15px; font-style: normal; font-variant: normal; font-weight: normal; text-decoration: none; vertical-align: baseline;"&gt;Eye of Terror, maddening&lt;/span&gt;&lt;br /&gt;&lt;span style="background-color: transparent; color: black; font-family: Arial; font-size: 15px; font-style: normal; font-variant: normal; font-weight: normal; text-decoration: none; vertical-align: baseline;"&gt;whispers of Chaos.&lt;/span&gt;&lt;br /&gt;&lt;span style="background-color: transparent; color: black; font-family: Arial; font-size: 15px; font-style: normal; font-variant: normal; font-weight: normal; text-decoration: none; vertical-align: baseline;"&gt;&lt;/span&gt;&lt;br /&gt;&lt;span style="background-color: transparent; color: black; font-family: Arial; font-size: 15px; font-style: normal; font-variant: normal; font-weight: bold; text-decoration: none; vertical-align: baseline;"&gt;10/15 - Day 5&lt;/span&gt;&lt;span style="background-color: transparent; color: black; font-family: Arial; font-size: 15px; font-style: normal; font-variant: normal; font-weight: normal; text-decoration: none; vertical-align: baseline;"&gt;&lt;/span&gt;&lt;br /&gt;&lt;span style="background-color: transparent; color: black; font-family: Arial; font-size: 15px; font-style: normal; font-variant: normal; font-weight: normal; text-decoration: none; vertical-align: baseline;"&gt;Colonel-Commissar&lt;/span&gt;&lt;br /&gt;&lt;span style="background-color: transparent; color: black; font-family: Arial; font-size: 15px; font-style: normal; font-variant: normal; font-weight: normal; text-decoration: none; vertical-align: baseline;"&gt;Gaunt surveys the wastes ahead.&lt;/span&gt;&lt;br /&gt;&lt;span style="background-color: transparent; color: black; font-family: Arial; font-size: 15px; font-style: normal; font-variant: normal; font-weight: normal; text-decoration: none; vertical-align: baseline;"&gt;A long march awaits.&lt;/span&gt;&lt;br /&gt;&lt;span style="background-color: transparent; color: black; font-family: Arial; font-size: 15px; font-style: normal; font-variant: normal; font-weight: normal; text-decoration: none; vertical-align: baseline;"&gt;&lt;/span&gt;&lt;br /&gt;&lt;span style="background-color: transparent; color: black; font-family: Arial; font-size: 15px; font-style: normal; font-variant: normal; font-weight: bold; text-decoration: none; vertical-align: baseline;"&gt;10/16 - Day 6&lt;/span&gt;&lt;span style="background-color: transparent; color: black; font-family: Arial; font-size: 15px; font-style: normal; font-variant: normal; font-weight: normal; text-decoration: none; vertical-align: baseline;"&gt;&lt;/span&gt;&lt;br /&gt;&lt;span style="background-color: transparent; color: black; font-family: Arial; font-size: 15px; font-style: normal; font-variant: normal; font-weight: normal; text-decoration: none; vertical-align: baseline;"&gt;The foolish man puts&lt;/span&gt;&lt;br /&gt;&lt;span style="background-color: transparent; color: black; font-family: Arial; font-size: 15px; font-style: normal; font-variant: normal; font-weight: normal; text-decoration: none; vertical-align: baseline;"&gt;his trust in luck; the wise man,&lt;/span&gt;&lt;br /&gt;&lt;span style="background-color: transparent; color: black; font-family: Arial; font-size: 15px; font-style: normal; font-variant: normal; font-weight: normal; text-decoration: none; vertical-align: baseline;"&gt;in the Emperor.&lt;/span&gt;&lt;br /&gt;&lt;span style="background-color: transparent; color: black; font-family: Arial; font-size: 15px; font-style: normal; font-variant: normal; font-weight: normal; text-decoration: none; vertical-align: baseline;"&gt;&lt;/span&gt;&lt;br /&gt;&lt;span style="background-color: transparent; color: black; font-family: Arial; font-size: 15px; font-style: normal; font-variant: normal; font-weight: bold; text-decoration: none; vertical-align: baseline;"&gt;10/17 - Day 7&lt;/span&gt;&lt;span style="background-color: transparent; color: black; font-family: Arial; font-size: 15px; font-style: normal; font-variant: normal; font-weight: normal; text-decoration: none; vertical-align: baseline;"&gt;&lt;/span&gt;&lt;br /&gt;&lt;span style="background-color: transparent; color: black; font-family: Arial; font-size: 15px; font-style: normal; font-variant: normal; font-weight: normal; text-decoration: none; vertical-align: baseline;"&gt;Astartes muster&lt;/span&gt;&lt;br /&gt;&lt;span style="background-color: transparent; color: black; font-family: Arial; font-size: 15px; font-style: normal; font-variant: normal; font-weight: normal; text-decoration: none; vertical-align: baseline;"&gt;at the Cadian Gate; pray&lt;/span&gt;&lt;br /&gt;&lt;span style="background-color: transparent; color: black; font-family: Arial; font-size: 15px; font-style: normal; font-variant: normal; font-weight: normal; text-decoration: none; vertical-align: baseline;"&gt;for their safe return.&lt;/span&gt;&lt;br /&gt;&lt;span style="background-color: transparent; color: black; font-family: Arial; font-size: 15px; font-style: normal; font-variant: normal; font-weight: normal; text-decoration: none; vertical-align: baseline;"&gt;&lt;/span&gt;&lt;br /&gt;&lt;span style="background-color: transparent; color: black; font-family: Arial; font-size: 15px; font-style: normal; font-variant: normal; font-weight: bold; text-decoration: none; vertical-align: baseline;"&gt;10/18 - Day 8&lt;/span&gt;&lt;span style="background-color: transparent; color: black; font-family: Arial; font-size: 15px; font-style: normal; font-variant: normal; font-weight: normal; text-decoration: none; vertical-align: baseline;"&gt;&lt;/span&gt;&lt;br /&gt;&lt;span style="background-color: transparent; color: black; font-family: Arial; font-size: 15px; font-style: normal; font-variant: normal; font-weight: normal; text-decoration: none; vertical-align: baseline;"&gt;She opes her mailed fist:&lt;/span&gt;&lt;br /&gt;&lt;span style="background-color: transparent; color: black; font-family: Arial; font-size: 15px; font-style: normal; font-variant: normal; font-weight: normal; text-decoration: none; vertical-align: baseline;"&gt;an Inquisition rosette!&lt;/span&gt;&lt;br /&gt;&lt;span style="background-color: transparent; color: black; font-family: Arial; font-size: 15px; font-style: normal; font-variant: normal; font-weight: normal; text-decoration: none; vertical-align: baseline;"&gt;Beware, heretic.&lt;/span&gt;&lt;br /&gt;&lt;span style="background-color: transparent; color: black; font-family: Arial; font-size: 15px; font-style: normal; font-variant: normal; font-weight: normal; text-decoration: none; vertical-align: baseline;"&gt;&lt;/span&gt;&lt;br /&gt;&lt;span style="background-color: transparent; color: black; font-family: Arial; font-size: 15px; font-style: normal; font-variant: normal; font-weight: normal; text-decoration: none; vertical-align: baseline;"&gt;&lt;/span&gt;&lt;span style="background-color: transparent; color: black; font-family: Arial; font-size: 15px; font-style: normal; font-variant: normal; font-weight: bold; text-decoration: none; vertical-align: baseline;"&gt;10/19 - Day 9&lt;/span&gt;&lt;span style="background-color: transparent; color: black; font-family: Arial; font-size: 15px; font-style: normal; font-variant: normal; font-weight: normal; text-decoration: none; vertical-align: baseline;"&gt;&lt;/span&gt;&lt;br /&gt;&lt;span style="background-color: transparent; color: black; font-family: Arial; font-size: 15px; font-style: normal; font-variant: normal; font-weight: normal; text-decoration: none; vertical-align: baseline;"&gt;Emperor shield us&lt;/span&gt;&lt;br /&gt;&lt;span style="background-color: transparent; color: black; font-family: Arial; font-size: 15px; font-style: normal; font-variant: normal; font-weight: normal; text-decoration: none; vertical-align: baseline;"&gt;from the horrors of the Warp—&lt;/span&gt;&lt;br /&gt;&lt;span style="background-color: transparent; color: black; font-family: Arial; font-size: 15px; font-style: normal; font-variant: normal; font-weight: normal; text-decoration: none; vertical-align: baseline;"&gt;nightmares given flesh.&lt;/span&gt;&lt;br /&gt;&lt;span style="background-color: transparent; color: black; font-family: Arial; font-size: 15px; font-style: normal; font-variant: normal; font-weight: normal; text-decoration: none; vertical-align: baseline;"&gt;&lt;/span&gt;&lt;br /&gt;&lt;span style="background-color: transparent; color: black; font-family: Arial; font-size: 15px; font-style: normal; font-variant: normal; font-weight: bold; text-decoration: none; vertical-align: baseline;"&gt;10/20 - Day 10&lt;/span&gt;&lt;span style="background-color: transparent; color: black; font-family: Arial; font-size: 15px; font-style: normal; font-variant: normal; font-weight: normal; text-decoration: none; vertical-align: baseline;"&gt;&lt;/span&gt;&lt;br /&gt;&lt;span style="background-color: transparent; color: black; font-family: Arial; font-size: 15px; font-style: normal; font-variant: normal; font-weight: normal; text-decoration: none; vertical-align: baseline;"&gt;Eldritch warriors&lt;/span&gt;&lt;br /&gt;&lt;span style="background-color: transparent; color: black; font-family: Arial; font-size: 15px; font-style: normal; font-variant: normal; font-weight: normal; text-decoration: none; vertical-align: baseline;"&gt;emerging from the Webway:&lt;/span&gt;&lt;br /&gt;&lt;span style="background-color: transparent; color: black; font-family: Arial; font-size: 15px; font-style: normal; font-variant: normal; font-weight: normal; text-decoration: none; vertical-align: baseline;"&gt;dreaded Dark Eldar.&lt;/span&gt;&lt;br /&gt;&lt;span style="background-color: transparent; color: black; font-family: Arial; font-size: 15px; font-style: normal; font-variant: normal; font-weight: normal; text-decoration: none; vertical-align: baseline;"&gt;&lt;/span&gt;&lt;br /&gt;&lt;span style="background-color: transparent; color: black; font-family: Arial; font-size: 15px; font-style: normal; font-variant: normal; font-weight: bold; text-decoration: none; vertical-align: baseline;"&gt;10/21 - Day 11&lt;/span&gt;&lt;br /&gt;&lt;span style="background-color: transparent; color: black; font-family: Arial; font-size: 15px; font-style: normal; font-variant: normal; font-weight: normal; text-decoration: none; vertical-align: baseline;"&gt;Orbiting a world&lt;/span&gt;&lt;br /&gt;&lt;span style="background-color: transparent; color: black; font-family: Arial; font-size: 15px; font-style: normal; font-variant: normal; font-weight: normal; text-decoration: none; vertical-align: baseline;"&gt;plagued by Chaos, we debate&lt;/span&gt;&lt;br /&gt;&lt;span style="background-color: transparent; color: black; font-family: Arial; font-size: 15px; font-style: normal; font-variant: normal; font-weight: normal; text-decoration: none; vertical-align: baseline;"&gt;Exterminatus.&lt;/span&gt;&lt;br /&gt;&lt;span style="background-color: transparent; color: black; font-family: Arial; font-size: 15px; font-style: normal; font-variant: normal; font-weight: normal; text-decoration: none; vertical-align: baseline;"&gt;&lt;/span&gt;&lt;br /&gt;&lt;span style="background-color: transparent; color: black; font-family: Arial; font-size: 15px; font-style: normal; font-variant: normal; font-weight: bold; text-decoration: none; vertical-align: baseline;"&gt;10/22 - Day 12&lt;/span&gt;&lt;span style="background-color: transparent; color: black; font-family: Arial; font-size: 15px; font-style: normal; font-variant: normal; font-weight: normal; text-decoration: none; vertical-align: baseline;"&gt;&lt;/span&gt;&lt;br /&gt;&lt;span style="background-color: transparent; color: black; font-family: Arial; font-size: 15px; font-style: normal; font-variant: normal; font-weight: normal; text-decoration: none; vertical-align: baseline;"&gt;The sole reward&lt;/span&gt;&lt;br /&gt;&lt;span style="background-color: transparent; color: black; font-family: Arial; font-size: 15px; font-style: normal; font-variant: normal; font-weight: normal; text-decoration: none; vertical-align: baseline;"&gt;for treachery and heresy&lt;/span&gt;&lt;br /&gt;&lt;span style="background-color: transparent; color: black; font-family: Arial; font-size: 15px; font-style: normal; font-variant: normal; font-weight: normal; text-decoration: none; vertical-align: baseline;"&gt;is retribution.&lt;/span&gt;&lt;br /&gt;&lt;span style="background-color: transparent; color: black; font-family: Arial; font-size: 15px; font-style: normal; font-variant: normal; font-weight: normal; text-decoration: none; vertical-align: baseline;"&gt;&lt;/span&gt;&lt;br /&gt;&lt;span style="background-color: transparent; color: black; font-family: Arial; font-size: 15px; font-style: normal; font-variant: normal; font-weight: bold; text-decoration: none; vertical-align: baseline;"&gt;10/23 - Day 13&lt;/span&gt;&lt;span style="background-color: transparent; color: black; font-family: Arial; font-size: 15px; font-style: normal; font-variant: normal; font-weight: normal; text-decoration: none; vertical-align: baseline;"&gt;&lt;/span&gt;&lt;br /&gt;&lt;span style="background-color: transparent; color: black; font-family: Arial; font-size: 15px; font-style: normal; font-variant: normal; font-weight: normal; text-decoration: none; vertical-align: baseline;"&gt;In void-swimming shoals&lt;/span&gt;&lt;br /&gt;&lt;span style="background-color: transparent; color: black; font-family: Arial; font-size: 15px; font-style: normal; font-variant: normal; font-weight: normal; text-decoration: none; vertical-align: baseline;"&gt;the Tyranid threat descends&lt;/span&gt;&lt;br /&gt;&lt;span style="background-color: transparent; color: black; font-family: Arial; font-size: 15px; font-style: normal; font-variant: normal; font-weight: normal; text-decoration: none; vertical-align: baseline;"&gt;upon our doomed world.&lt;/span&gt;&lt;br /&gt;&lt;span style="background-color: transparent; color: black; font-family: Arial; font-size: 15px; font-style: normal; font-variant: normal; font-weight: normal; text-decoration: none; vertical-align: baseline;"&gt;&lt;/span&gt;&lt;br /&gt;&lt;span style="background-color: transparent; color: black; font-family: Arial; font-size: 15px; font-style: normal; font-variant: normal; font-weight: bold; text-decoration: none; vertical-align: baseline;"&gt;10/24 - Day 14&lt;/span&gt;&lt;span style="background-color: transparent; color: black; font-family: Arial; font-size: 15px; font-style: normal; font-variant: normal; font-weight: normal; text-decoration: none; vertical-align: baseline;"&gt;&lt;/span&gt;&lt;br /&gt;&lt;span style="background-color: transparent; color: black; font-family: Arial; font-size: 15px; font-style: normal; font-variant: normal; font-weight: normal; text-decoration: none; vertical-align: baseline;"&gt;Oi, look, more ‘umies!&lt;/span&gt;&lt;br /&gt;&lt;span style="background-color: transparent; color: black; font-family: Arial; font-size: 15px; font-style: normal; font-variant: normal; font-weight: normal; text-decoration: none; vertical-align: baseline;"&gt;Come on, boyz, let’s join the Waaagh!&lt;/span&gt;&lt;br /&gt;&lt;span style="background-color: transparent; color: black; font-family: Arial; font-size: 15px; font-style: normal; font-variant: normal; font-weight: normal; text-decoration: none; vertical-align: baseline;"&gt;SPICE MARINES TO KILL!&lt;/span&gt;&lt;br /&gt;&lt;span style="background-color: transparent; color: black; font-family: Arial; font-size: 15px; font-style: normal; font-variant: normal; font-weight: normal; text-decoration: none; vertical-align: baseline;"&gt;&lt;/span&gt;&lt;br /&gt;&lt;span style="background-color: transparent; color: black; font-family: Arial; font-size: 15px; font-style: normal; font-variant: normal; font-weight: bold; text-decoration: none; vertical-align: baseline;"&gt;10/25 - Day 15&lt;/span&gt;&lt;span style="background-color: transparent; color: black; font-family: Arial; font-size: 15px; font-style: normal; font-variant: normal; font-weight: normal; text-decoration: none; vertical-align: baseline;"&gt;&lt;/span&gt;&lt;br /&gt;&lt;span style="background-color: transparent; color: black; font-family: Arial; font-size: 15px; font-style: normal; font-variant: normal; font-weight: normal; text-decoration: none; vertical-align: baseline;"&gt;Blood Angels, Dark Sons,&lt;/span&gt;&lt;br /&gt;&lt;span style="background-color: transparent; color: black; font-family: Arial; font-size: 15px; font-style: normal; font-variant: normal; font-weight: normal; text-decoration: none; vertical-align: baseline;"&gt;Imperial Fists—Brothers!&lt;/span&gt;&lt;br /&gt;&lt;span style="background-color: transparent; color: black; font-family: Arial; font-size: 15px; font-style: normal; font-variant: normal; font-weight: normal; text-decoration: none; vertical-align: baseline;"&gt;Prepare to deploy.&lt;/span&gt;&lt;br /&gt;&lt;span style="background-color: transparent; color: black; font-family: Arial; font-size: 15px; font-style: normal; font-variant: normal; font-weight: normal; text-decoration: none; vertical-align: baseline;"&gt;&lt;/span&gt;&lt;br /&gt;&lt;span style="background-color: transparent; color: black; font-family: Arial; font-size: 15px; font-style: normal; font-variant: normal; font-weight: bold; text-decoration: none; vertical-align: baseline;"&gt;10/26 - Day 16&lt;/span&gt;&lt;span style="background-color: transparent; color: black; font-family: Arial; font-size: 15px; font-style: normal; font-variant: normal; font-weight: normal; text-decoration: none; vertical-align: baseline;"&gt;&lt;/span&gt;&lt;br /&gt;&lt;span style="background-color: transparent; color: black; font-family: Arial; font-size: 15px; font-style: normal; font-variant: normal; font-weight: normal; text-decoration: none; vertical-align: baseline;"&gt;Return to your work!&lt;/span&gt;&lt;br /&gt;&lt;span style="background-color: transparent; color: black; font-family: Arial; font-size: 15px; font-style: normal; font-variant: normal; font-weight: normal; text-decoration: none; vertical-align: baseline;"&gt;Idleness breeds heresy.&lt;/span&gt;&lt;br /&gt;&lt;span style="background-color: transparent; color: black; font-family: Arial; font-size: 15px; font-style: normal; font-variant: normal; font-weight: normal; text-decoration: none; vertical-align: baseline;"&gt;That way lies ruin.&lt;/span&gt;&lt;br /&gt;&lt;span style="background-color: transparent; color: black; font-family: Arial; font-size: 15px; font-style: normal; font-variant: normal; font-weight: normal; text-decoration: none; vertical-align: baseline;"&gt;&lt;/span&gt;&lt;br /&gt;&lt;span style="background-color: transparent; color: black; font-family: Arial; font-size: 15px; font-style: normal; font-variant: normal; font-weight: bold; text-decoration: none; vertical-align: baseline;"&gt;10/27 - Day 17&lt;/span&gt;&lt;span style="background-color: transparent; color: black; font-family: Arial; font-size: 15px; font-style: normal; font-variant: normal; font-weight: normal; text-decoration: none; vertical-align: baseline;"&gt;&lt;/span&gt;&lt;br /&gt;&lt;span style="background-color: transparent; color: black; font-family: Arial; font-size: 15px; font-style: normal; font-variant: normal; font-weight: normal; text-decoration: none; vertical-align: baseline;"&gt;Servitor! Bring me&lt;/span&gt;&lt;br /&gt;&lt;span style="background-color: transparent; color: black; font-family: Arial; font-size: 15px; font-style: normal; font-variant: normal; font-weight: normal; text-decoration: none; vertical-align: baseline;"&gt;more amasec. — Another&lt;/span&gt;&lt;br /&gt;&lt;span style="background-color: transparent; color: black; font-family: Arial; font-size: 15px; font-style: normal; font-variant: normal; font-weight: normal; text-decoration: none; vertical-align: baseline;"&gt;lho-stick, my darling?&lt;/span&gt;&lt;br /&gt;&lt;span style="background-color: transparent; color: black; font-family: Arial; font-size: 15px; font-style: normal; font-variant: normal; font-weight: normal; text-decoration: none; vertical-align: baseline;"&gt;&lt;/span&gt;&lt;br /&gt;&lt;span style="background-color: transparent; color: black; font-family: Arial; font-size: 15px; font-style: normal; font-variant: normal; font-weight: bold; text-decoration: none; vertical-align: baseline;"&gt;10/28 - Day 18&lt;/span&gt;&lt;span style="background-color: transparent; color: black; font-family: Arial; font-size: 15px; font-style: normal; font-variant: normal; font-weight: normal; text-decoration: none; vertical-align: baseline;"&gt;&lt;/span&gt;&lt;br /&gt;&lt;span style="background-color: transparent; color: black; font-family: Arial; font-size: 15px; font-style: normal; font-variant: normal; font-weight: normal; text-decoration: none; vertical-align: baseline;"&gt;“Blood for the Blood God!”&lt;/span&gt;&lt;br /&gt;&lt;span style="background-color: transparent; color: black; font-family: Arial; font-size: 15px; font-style: normal; font-variant: normal; font-weight: normal; text-decoration: none; vertical-align: baseline;"&gt;they shout. “Skulls for the Skull Throne!”&lt;/span&gt;&lt;br /&gt;&lt;span style="background-color: transparent; color: black; font-family: Arial; font-size: 15px; font-style: normal; font-variant: normal; font-weight: normal; text-decoration: none; vertical-align: baseline;"&gt;These traitors must die.&lt;/span&gt;&lt;br /&gt;&lt;span style="background-color: transparent; color: black; font-family: Arial; font-size: 15px; font-style: normal; font-variant: normal; font-weight: normal; text-decoration: none; vertical-align: baseline;"&gt;&lt;/span&gt;&lt;br /&gt;&lt;span style="background-color: transparent; color: black; font-family: Arial; font-size: 15px; font-style: normal; font-variant: normal; font-weight: bold; text-decoration: none; vertical-align: baseline;"&gt;10/29 - Day 19&lt;/span&gt;&lt;span style="background-color: transparent; color: black; font-family: Arial; font-size: 15px; font-style: normal; font-variant: normal; font-weight: normal; text-decoration: none; vertical-align: baseline;"&gt;&lt;/span&gt;&lt;br /&gt;&lt;span style="background-color: transparent; color: black; font-family: Arial; font-size: 15px; font-style: normal; font-variant: normal; font-weight: normal; text-decoration: none; vertical-align: baseline;"&gt;In ancient tomb vaults&lt;/span&gt;&lt;br /&gt;&lt;span style="background-color: transparent; color: black; font-family: Arial; font-size: 15px; font-style: normal; font-variant: normal; font-weight: normal; text-decoration: none; vertical-align: baseline;"&gt;the Necrons sleep, awaiting&lt;/span&gt;&lt;br /&gt;&lt;span style="background-color: transparent; color: black; font-family: Arial; font-size: 15px; font-style: normal; font-variant: normal; font-weight: normal; text-decoration: none; vertical-align: baseline;"&gt;fools who would wake them.&lt;/span&gt;&lt;br /&gt;&lt;span style="background-color: transparent; color: black; font-family: Arial; font-size: 15px; font-style: normal; font-variant: normal; font-weight: normal; text-decoration: none; vertical-align: baseline;"&gt;&lt;/span&gt;&lt;br /&gt;&lt;span style="background-color: transparent; color: black; font-family: Arial; font-size: 15px; font-style: normal; font-variant: normal; font-weight: bold; text-decoration: none; vertical-align: baseline;"&gt;10/30 - Day 20&lt;/span&gt;&lt;span style="background-color: transparent; color: black; font-family: Arial; font-size: 15px; font-style: normal; font-variant: normal; font-weight: normal; text-decoration: none; vertical-align: baseline;"&gt;&lt;/span&gt;&lt;br /&gt;&lt;span style="background-color: transparent; color: black; font-family: Arial; font-size: 15px; font-style: normal; font-variant: normal; font-weight: normal; text-decoration: none; vertical-align: baseline;"&gt;Roboute Guilliman,&lt;/span&gt;&lt;br /&gt;&lt;span style="background-color: transparent; color: black; font-family: Arial; font-size: 15px; font-style: normal; font-variant: normal; font-weight: normal; text-decoration: none; vertical-align: baseline;"&gt;Ultramarine Primarch: we&lt;/span&gt;&lt;br /&gt;&lt;span style="background-color: transparent; color: black; font-family: Arial; font-size: 15px; font-style: normal; font-variant: normal; font-weight: normal; text-decoration: none; vertical-align: baseline;"&gt;bless thy holy name.&lt;/span&gt;&lt;br /&gt;&lt;span style="background-color: transparent; color: black; font-family: Arial; font-size: 15px; font-style: normal; font-variant: normal; font-weight: normal; text-decoration: none; vertical-align: baseline;"&gt;&lt;/span&gt;&lt;br /&gt;&lt;span style="background-color: transparent; color: black; font-family: Arial; font-size: 15px; font-style: normal; font-variant: normal; font-weight: bold; text-decoration: none; vertical-align: baseline;"&gt;10/31 - Day 21&lt;/span&gt;&lt;span style="background-color: transparent; color: black; font-family: Arial; font-size: 15px; font-style: normal; font-variant: normal; font-weight: normal; text-decoration: none; vertical-align: baseline;"&gt;&lt;/span&gt;&lt;br /&gt;&lt;span style="background-color: transparent; color: black; font-family: Arial; font-size: 15px; font-style: normal; font-variant: normal; font-weight: normal; text-decoration: none; vertical-align: baseline;"&gt;Execute cowards,&lt;/span&gt;&lt;br /&gt;&lt;span style="background-color: transparent; color: black; font-family: Arial; font-size: 15px; font-style: normal; font-variant: normal; font-weight: normal; text-decoration: none; vertical-align: baseline;"&gt;discipline fools, root out spies:&lt;/span&gt;&lt;br /&gt;&lt;span style="background-color: transparent; color: black; font-family: Arial; font-size: 15px; font-style: normal; font-variant: normal; font-weight: normal; text-decoration: none; vertical-align: baseline;"&gt;the Commissar’s charge.&lt;/span&gt;&lt;br /&gt;&lt;span style="background-color: transparent; color: black; font-family: Arial; font-size: 15px; font-style: normal; font-variant: normal; font-weight: normal; text-decoration: none; vertical-align: baseline;"&gt;&lt;/span&gt;&lt;br /&gt;&lt;span style="background-color: transparent; color: black; font-family: Arial; font-size: 15px; font-style: normal; font-variant: normal; font-weight: bold; text-decoration: none; vertical-align: baseline;"&gt;11/1 - Day 22&lt;/span&gt;&lt;span style="background-color: transparent; color: black; font-family: Arial; font-size: 15px; font-style: normal; font-variant: normal; font-weight: normal; text-decoration: none; vertical-align: baseline;"&gt;&lt;/span&gt;&lt;br /&gt;&lt;span style="background-color: transparent; color: black; font-family: Arial; font-size: 15px; font-style: normal; font-variant: normal; font-weight: normal; text-decoration: none; vertical-align: baseline;"&gt;I felt the Ork’s neck&lt;/span&gt;&lt;br /&gt;&lt;span style="background-color: transparent; color: black; font-family: Arial; font-size: 15px; font-style: normal; font-variant: normal; font-weight: normal; text-decoration: none; vertical-align: baseline;"&gt;snap beneath my Power Fist&lt;/span&gt;&lt;br /&gt;&lt;span style="background-color: transparent; color: black; font-family: Arial; font-size: 15px; font-style: normal; font-variant: normal; font-weight: normal; text-decoration: none; vertical-align: baseline;"&gt;and relished its fear. &lt;/span&gt;&lt;br /&gt;&lt;span style="background-color: transparent; color: black; font-family: Arial; font-size: 15px; font-style: normal; font-variant: normal; font-weight: normal; text-decoration: none; vertical-align: baseline;"&gt;&lt;/span&gt;&lt;br /&gt;&lt;span style="background-color: transparent; color: black; font-family: Arial; font-size: 15px; font-style: normal; font-variant: normal; font-weight: bold; text-decoration: none; vertical-align: baseline;"&gt;11/2 - Day 23&lt;/span&gt;&lt;span style="background-color: transparent; color: black; font-family: Arial; font-size: 15px; font-style: normal; font-variant: normal; font-weight: normal; text-decoration: none; vertical-align: baseline;"&gt;&lt;/span&gt;&lt;br /&gt;&lt;span style="background-color: transparent; color: black; font-family: Arial; font-size: 15px; font-style: normal; font-variant: normal; font-weight: normal; text-decoration: none; vertical-align: baseline;"&gt;The hydra emblem&lt;/span&gt;&lt;br /&gt;&lt;span style="background-color: transparent; color: black; font-family: Arial; font-size: 15px; font-style: normal; font-variant: normal; font-weight: normal; text-decoration: none; vertical-align: baseline;"&gt;of the Alpha Legion! Kill&lt;/span&gt;&lt;br /&gt;&lt;span style="background-color: transparent; color: black; font-family: Arial; font-size: 15px; font-style: normal; font-variant: normal; font-weight: normal; text-decoration: none; vertical-align: baseline;"&gt;these traitors, brothers.&lt;/span&gt;&lt;br /&gt;&lt;span style="background-color: transparent; color: black; font-family: Arial; font-size: 15px; font-style: normal; font-variant: normal; font-weight: normal; text-decoration: none; vertical-align: baseline;"&gt;&lt;/span&gt;&lt;br /&gt;&lt;span style="background-color: transparent; color: black; font-family: Arial; font-size: 15px; font-style: normal; font-variant: normal; font-weight: bold; text-decoration: none; vertical-align: baseline;"&gt;11/3 - Day 24&lt;/span&gt;&lt;span style="background-color: transparent; color: black; font-family: Arial; font-size: 15px; font-style: normal; font-variant: normal; font-weight: normal; text-decoration: none; vertical-align: baseline;"&gt;&lt;/span&gt;&lt;br /&gt;&lt;span style="background-color: transparent; color: black; font-family: Arial; font-size: 15px; font-style: normal; font-variant: normal; font-weight: normal; text-decoration: none; vertical-align: baseline;"&gt;Look to your Ciphers,&lt;/span&gt;&lt;br /&gt;&lt;span style="background-color: transparent; color: black; font-family: Arial; font-size: 15px; font-style: normal; font-variant: normal; font-weight: normal; text-decoration: none; vertical-align: baseline;"&gt;Prefectus. Your messengers&lt;/span&gt;&lt;br /&gt;&lt;span style="background-color: transparent; color: black; font-family: Arial; font-size: 15px; font-style: normal; font-variant: normal; font-weight: normal; text-decoration: none; vertical-align: baseline;"&gt;are not who they seem.&lt;/span&gt;&lt;br /&gt;&lt;span style="background-color: transparent; color: black; font-family: Arial; font-size: 15px; font-style: normal; font-variant: normal; font-weight: normal; text-decoration: none; vertical-align: baseline;"&gt;&lt;/span&gt;&lt;br /&gt;&lt;span style="background-color: transparent; color: black; font-family: Arial; font-size: 15px; font-style: normal; font-variant: normal; font-weight: bold; text-decoration: none; vertical-align: baseline;"&gt;11/4 - Day 25&lt;/span&gt;&lt;span style="background-color: transparent; color: black; font-family: Arial; font-size: 15px; font-style: normal; font-variant: normal; font-weight: normal; text-decoration: none; vertical-align: baseline;"&gt;&lt;/span&gt;&lt;br /&gt;&lt;span style="background-color: transparent; color: black; font-family: Arial; font-size: 15px; font-style: normal; font-variant: normal; font-weight: normal; text-decoration: none; vertical-align: baseline;"&gt;Defend the Craftworld!&lt;/span&gt;&lt;br /&gt;&lt;span style="background-color: transparent; color: black; font-family: Arial; font-size: 15px; font-style: normal; font-variant: normal; font-weight: normal; text-decoration: none; vertical-align: baseline;"&gt;The mon-keighs must not despoil&lt;/span&gt;&lt;br /&gt;&lt;span style="background-color: transparent; color: black; font-family: Arial; font-size: 15px; font-style: normal; font-variant: normal; font-weight: normal; text-decoration: none; vertical-align: baseline;"&gt;our sacred domain.&lt;/span&gt;&lt;br /&gt;&lt;span style="background-color: transparent; color: black; font-family: Arial; font-size: 15px; font-style: normal; font-variant: normal; font-weight: normal; text-decoration: none; vertical-align: baseline;"&gt;&lt;/span&gt;&lt;br /&gt;&lt;span style="background-color: transparent; color: black; font-family: Arial; font-size: 15px; font-style: normal; font-variant: normal; font-weight: bold; text-decoration: none; vertical-align: baseline;"&gt;11/5 - Day 26&lt;/span&gt;&lt;span style="background-color: transparent; color: black; font-family: Arial; font-size: 15px; font-style: normal; font-variant: normal; font-weight: normal; text-decoration: none; vertical-align: baseline;"&gt;&lt;/span&gt;&lt;br /&gt;&lt;span style="background-color: transparent; color: black; font-family: Arial; font-size: 15px; font-style: normal; font-variant: normal; font-weight: normal; text-decoration: none; vertical-align: baseline;"&gt;So you want to be&lt;/span&gt;&lt;br /&gt;&lt;span style="background-color: transparent; color: black; font-family: Arial; font-size: 15px; font-style: normal; font-variant: normal; font-weight: normal; text-decoration: none; vertical-align: baseline;"&gt;a Rogue Trader? Fine. Good luck&lt;/span&gt;&lt;br /&gt;&lt;span style="background-color: transparent; color: black; font-family: Arial; font-size: 15px; font-style: normal; font-variant: normal; font-weight: normal; text-decoration: none; vertical-align: baseline;"&gt;with that Warrant, ass.&lt;/span&gt;&lt;br /&gt;&lt;span style="background-color: transparent; color: black; font-family: Arial; font-size: 15px; font-style: normal; font-variant: normal; font-weight: normal; text-decoration: none; vertical-align: baseline;"&gt;&lt;/span&gt;&lt;br /&gt;&lt;span style="background-color: transparent; color: black; font-family: Arial; font-size: 15px; font-style: normal; font-variant: normal; font-weight: bold; text-decoration: none; vertical-align: baseline;"&gt;11/6 - Day 27&lt;/span&gt;&lt;span style="background-color: transparent; color: black; font-family: Arial; font-size: 15px; font-style: normal; font-variant: normal; font-weight: normal; text-decoration: none; vertical-align: baseline;"&gt;&lt;/span&gt;&lt;br /&gt;&lt;span style="background-color: transparent; color: black; font-family: Arial; font-size: 15px; font-style: normal; font-variant: normal; font-weight: normal; text-decoration: none; vertical-align: baseline;"&gt;Hail Lord Calgar, he&lt;/span&gt;&lt;br /&gt;&lt;span style="background-color: transparent; color: black; font-family: Arial; font-size: 15px; font-style: normal; font-variant: normal; font-weight: normal; text-decoration: none; vertical-align: baseline;"&gt;who took back the star fort from&lt;/span&gt;&lt;br /&gt;&lt;span style="background-color: transparent; color: black; font-family: Arial; font-size: 15px; font-style: normal; font-variant: normal; font-weight: normal; text-decoration: none; vertical-align: baseline;"&gt;M’Kar the Reborn.&lt;/span&gt;&lt;br /&gt;&lt;span style="background-color: transparent; color: black; font-family: Arial; font-size: 15px; font-style: normal; font-variant: normal; font-weight: normal; text-decoration: none; vertical-align: baseline;"&gt;&lt;/span&gt;&lt;br /&gt;&lt;span style="background-color: transparent; color: black; font-family: Arial; font-size: 15px; font-style: normal; font-variant: normal; font-weight: bold; text-decoration: none; vertical-align: baseline;"&gt;11/7 - Day 28&lt;/span&gt;&lt;span style="background-color: transparent; color: black; font-family: Arial; font-size: 15px; font-style: normal; font-variant: normal; font-weight: normal; text-decoration: none; vertical-align: baseline;"&gt;&lt;/span&gt;&lt;br /&gt;&lt;span style="background-color: transparent; color: black; font-family: Arial; font-size: 15px; font-style: normal; font-variant: normal; font-weight: normal; text-decoration: none; vertical-align: baseline;"&gt;Auspex shows nothing,&lt;/span&gt;&lt;br /&gt;&lt;span style="background-color: transparent; color: black; font-family: Arial; font-size: 15px; font-style: normal; font-variant: normal; font-weight: normal; text-decoration: none; vertical-align: baseline;"&gt;major. — Keep scanning, Sergeant.&lt;/span&gt;&lt;br /&gt;&lt;span style="background-color: transparent; color: black; font-family: Arial; font-size: 15px; font-style: normal; font-variant: normal; font-weight: normal; text-decoration: none; vertical-align: baseline;"&gt;The Tau are out there.&lt;/span&gt;&lt;br /&gt;&lt;span style="background-color: transparent; color: black; font-family: Arial; font-size: 15px; font-style: normal; font-variant: normal; font-weight: normal; text-decoration: none; vertical-align: baseline;"&gt;&lt;/span&gt;&lt;br /&gt;&lt;span style="background-color: transparent; color: black; font-family: Arial; font-size: 15px; font-style: normal; font-variant: normal; font-weight: bold; text-decoration: none; vertical-align: baseline;"&gt;11/8 - Day 29&lt;/span&gt;&lt;span style="background-color: transparent; color: black; font-family: Arial; font-size: 15px; font-style: normal; font-variant: normal; font-weight: normal; text-decoration: none; vertical-align: baseline;"&gt;&lt;/span&gt;&lt;br /&gt;&lt;span style="background-color: transparent; color: black; font-family: Arial; font-size: 15px; font-style: normal; font-variant: normal; font-weight: normal; text-decoration: none; vertical-align: baseline;"&gt;We curse the name of&lt;/span&gt;&lt;br /&gt;&lt;span style="background-color: transparent; color: black; font-family: Arial; font-size: 15px; font-style: normal; font-variant: normal; font-weight: normal; text-decoration: none; vertical-align: baseline;"&gt;Abaddon the Despoiler,&lt;/span&gt;&lt;br /&gt;&lt;span style="background-color: transparent; color: black; font-family: Arial; font-size: 15px; font-style: normal; font-variant: normal; font-weight: normal; text-decoration: none; vertical-align: baseline;"&gt;vilest of traitors.&lt;/span&gt;&lt;br /&gt;&lt;span style="background-color: transparent; color: black; font-family: Arial; font-size: 15px; font-style: normal; font-variant: normal; font-weight: normal; text-decoration: none; vertical-align: baseline;"&gt;&lt;/span&gt;&lt;br /&gt;&lt;span style="background-color: transparent; color: black; font-family: Arial; font-size: 15px; font-style: normal; font-variant: normal; font-weight: bold; text-decoration: none; vertical-align: baseline;"&gt;11/9 - Day 30&lt;/span&gt;&lt;span style="background-color: transparent; color: black; font-family: Arial; font-size: 15px; font-style: normal; font-variant: normal; font-weight: normal; text-decoration: none; vertical-align: baseline;"&gt;&lt;/span&gt;&lt;br /&gt;&lt;span style="background-color: transparent; color: black; font-family: Arial; font-size: 15px; font-style: normal; font-variant: normal; font-weight: normal; text-decoration: none; vertical-align: baseline;"&gt;After the Third War&lt;/span&gt;&lt;br /&gt;&lt;span style="background-color: transparent; color: black; font-family: Arial; font-size: 15px; font-style: normal; font-variant: normal; font-weight: normal; text-decoration: none; vertical-align: baseline;"&gt;for Armageddon, you’d think&lt;/span&gt;&lt;br /&gt;&lt;span style="background-color: transparent; color: black; font-family: Arial; font-size: 15px; font-style: normal; font-variant: normal; font-weight: normal; text-decoration: none; vertical-align: baseline;"&gt;we were done. But no.&lt;/span&gt;&lt;br /&gt;&lt;span style="background-color: transparent; color: black; font-family: Arial; font-size: 15px; font-style: normal; font-variant: normal; font-weight: normal; text-decoration: none; vertical-align: baseline;"&gt;&lt;/span&gt;&lt;br /&gt;&lt;span style="background-color: transparent; color: black; font-family: Arial; font-size: 15px; font-style: normal; font-variant: normal; font-weight: bold; text-decoration: none; vertical-align: baseline;"&gt;11/10 - Day 31&lt;/span&gt;&lt;span style="background-color: transparent; color: black; font-family: Arial; font-size: 15px; font-style: normal; font-variant: normal; font-weight: normal; text-decoration: none; vertical-align: baseline;"&gt;&lt;/span&gt;&lt;br /&gt;&lt;span style="background-color: transparent; color: black; font-family: Arial; font-size: 15px; font-style: normal; font-variant: normal; font-weight: normal; text-decoration: none; vertical-align: baseline;"&gt;The Hellstorm Cannon&lt;/span&gt;&lt;br /&gt;&lt;span style="background-color: transparent; color: black; font-family: Arial; font-size: 15px; font-style: normal; font-variant: normal; font-weight: normal; text-decoration: none; vertical-align: baseline;"&gt;of the &lt;/span&gt;&lt;span style="background-color: transparent; color: black; font-family: Arial; font-size: 15px; font-style: italic; font-variant: normal; font-weight: normal; text-decoration: none; vertical-align: baseline;"&gt;Aquila Ignis&lt;/span&gt;&lt;span style="background-color: transparent; color: black; font-family: Arial; font-size: 15px; font-style: normal; font-variant: normal; font-weight: normal; text-decoration: none; vertical-align: baseline;"&gt;&lt;/span&gt;&lt;br /&gt;&lt;span style="background-color: transparent; color: black; font-family: Arial; font-size: 15px; font-style: normal; font-variant: normal; font-weight: normal; text-decoration: none; vertical-align: baseline;"&gt;resides on Kronus.&lt;/span&gt;&lt;br /&gt;&lt;span style="background-color: transparent; color: black; font-family: Arial; font-size: 15px; font-style: normal; font-variant: normal; font-weight: normal; text-decoration: none; vertical-align: baseline;"&gt;&lt;/span&gt;&lt;br /&gt;&lt;span style="background-color: transparent; color: black; font-family: Arial; font-size: 15px; font-style: normal; font-variant: normal; font-weight: bold; text-decoration: none; vertical-align: baseline;"&gt;11/11 - Day 32&lt;/span&gt;&lt;br /&gt;&lt;span style="background-color: transparent; color: black; font-family: Arial; font-size: 15px; font-style: normal; font-variant: normal; font-weight: normal; text-decoration: none; vertical-align: baseline;"&gt;A fate much worse than&lt;/span&gt;&lt;br /&gt;&lt;span style="background-color: transparent; color: black; font-family: Arial; font-size: 15px; font-style: normal; font-variant: normal; font-weight: normal; text-decoration: none; vertical-align: baseline;"&gt;death awaits those who betray&lt;/span&gt;&lt;br /&gt;&lt;span style="background-color: transparent; color: black; font-family: Arial; font-size: 15px; font-style: normal; font-variant: normal; font-weight: normal; text-decoration: none; vertical-align: baseline;"&gt;the Emperor’s trust.&lt;/span&gt;&lt;br /&gt;&lt;span style="background-color: transparent; color: black; font-family: Arial; font-size: 15px; font-style: normal; font-variant: normal; font-weight: normal; text-decoration: none; vertical-align: baseline;"&gt;&lt;/span&gt;&lt;br /&gt;&lt;span style="background-color: transparent; color: black; font-family: Arial; font-size: 15px; font-style: normal; font-variant: normal; font-weight: bold; text-decoration: none; vertical-align: baseline;"&gt;11/12 - Day 33&lt;/span&gt;&lt;span style="background-color: transparent; color: black; font-family: Arial; font-size: 15px; font-style: normal; font-variant: normal; font-weight: normal; text-decoration: none; vertical-align: baseline;"&gt;&lt;/span&gt;&lt;br /&gt;&lt;span style="background-color: transparent; color: black; font-family: Arial; font-size: 15px; font-style: normal; font-variant: normal; font-weight: normal; text-decoration: none; vertical-align: baseline;"&gt;The plasma pistol,&lt;/span&gt;&lt;br /&gt;&lt;span style="background-color: transparent; color: black; font-family: Arial; font-size: 15px; font-style: normal; font-variant: normal; font-weight: normal; text-decoration: none; vertical-align: baseline;"&gt;the heavy bolter: blessed&lt;/span&gt;&lt;br /&gt;&lt;span style="background-color: transparent; color: black; font-family: Arial; font-size: 15px; font-style: normal; font-variant: normal; font-weight: normal; text-decoration: none; vertical-align: baseline;"&gt;are the tools of death.&lt;/span&gt;&lt;br /&gt;&lt;span style="background-color: transparent; color: black; font-family: Arial; font-size: 15px; font-style: normal; font-variant: normal; font-weight: normal; text-decoration: none; vertical-align: baseline;"&gt;&lt;/span&gt;&lt;br /&gt;&lt;span style="background-color: transparent; color: black; font-family: Arial; font-size: 15px; font-style: normal; font-variant: normal; font-weight: normal; text-decoration: none; vertical-align: baseline;"&gt;&lt;/span&gt;&lt;span style="background-color: transparent; color: black; font-family: Arial; font-size: 15px; font-style: normal; font-variant: normal; font-weight: bold; text-decoration: none; vertical-align: baseline;"&gt;11/13 - Day 34&lt;/span&gt;&lt;span style="background-color: transparent; color: black; font-family: Arial; font-size: 15px; font-style: normal; font-variant: normal; font-weight: normal; text-decoration: none; vertical-align: baseline;"&gt;&lt;/span&gt;&lt;br /&gt;&lt;span style="background-color: transparent; color: black; font-family: Arial; font-size: 15px; font-style: normal; font-variant: normal; font-weight: normal; text-decoration: none; vertical-align: baseline;"&gt;The snarling Ork horde&lt;/span&gt;&lt;br /&gt;&lt;span style="background-color: transparent; color: black; font-family: Arial; font-size: 15px; font-style: normal; font-variant: normal; font-weight: normal; text-decoration: none; vertical-align: baseline;"&gt;pouring through the blasted gate&lt;/span&gt;&lt;br /&gt;&lt;span style="background-color: transparent; color: black; font-family: Arial; font-size: 15px; font-style: normal; font-variant: normal; font-weight: normal; text-decoration: none; vertical-align: baseline;"&gt;will meet my chainsowrd.&lt;/span&gt;&lt;br /&gt;&lt;span style="background-color: transparent; color: black; font-family: Arial; font-size: 15px; font-style: normal; font-variant: normal; font-weight: normal; text-decoration: none; vertical-align: baseline;"&gt;&lt;/span&gt;&lt;br /&gt;&lt;span style="background-color: transparent; color: black; font-family: Arial; font-size: 15px; font-style: normal; font-variant: normal; font-weight: bold; text-decoration: none; vertical-align: baseline;"&gt;11/14 - Day 35&lt;/span&gt;&lt;span style="background-color: transparent; color: black; font-family: Arial; font-size: 15px; font-style: normal; font-variant: normal; font-weight: normal; text-decoration: none; vertical-align: baseline;"&gt;&lt;/span&gt;&lt;br /&gt;&lt;span style="background-color: transparent; color: black; font-family: Arial; font-size: 15px; font-style: normal; font-variant: normal; font-weight: normal; text-decoration: none; vertical-align: baseline;"&gt;Hear the Deathwatch cry,&lt;/span&gt;&lt;br /&gt;&lt;span style="background-color: transparent; color: black; font-family: Arial; font-size: 15px; font-style: normal; font-variant: normal; font-weight: normal; text-decoration: none; vertical-align: baseline;"&gt;“Suffer not the alien&lt;/span&gt;&lt;br /&gt;&lt;span style="background-color: transparent; color: black; font-family: Arial; font-size: 15px; font-style: normal; font-variant: normal; font-weight: normal; text-decoration: none; vertical-align: baseline;"&gt;to live!” — and fear them. &lt;/span&gt;&lt;br /&gt;&lt;span style="background-color: transparent; color: black; font-family: Arial; font-size: 15px; font-style: normal; font-variant: normal; font-weight: normal; text-decoration: none; vertical-align: baseline;"&gt;&lt;/span&gt;&lt;br /&gt;&lt;span style="background-color: transparent; color: black; font-family: Arial; font-size: 15px; font-style: normal; font-variant: normal; font-weight: bold; text-decoration: none; vertical-align: baseline;"&gt;11/15 - Day 36&lt;/span&gt;&lt;span style="background-color: transparent; color: black; font-family: Arial; font-size: 15px; font-style: normal; font-variant: normal; font-weight: normal; text-decoration: none; vertical-align: baseline;"&gt;&lt;/span&gt;&lt;br /&gt;&lt;span style="background-color: transparent; color: black; font-family: Arial; font-size: 15px; font-style: normal; font-variant: normal; font-weight: normal; text-decoration: none; vertical-align: baseline;"&gt;With thunder hammer&lt;/span&gt;&lt;br /&gt;&lt;span style="background-color: transparent; color: black; font-family: Arial; font-size: 15px; font-style: normal; font-variant: normal; font-weight: normal; text-decoration: none; vertical-align: baseline;"&gt;and jump pack, the Captain rains&lt;/span&gt;&lt;br /&gt;&lt;span style="background-color: transparent; color: black; font-family: Arial; font-size: 15px; font-style: normal; font-variant: normal; font-weight: normal; text-decoration: none; vertical-align: baseline;"&gt;death upon our foe.&lt;/span&gt;&lt;br /&gt;&lt;span style="background-color: transparent; color: black; font-family: Arial; font-size: 15px; font-style: normal; font-variant: normal; font-weight: normal; text-decoration: none; vertical-align: baseline;"&gt;&lt;/span&gt;&lt;br /&gt;&lt;span style="background-color: transparent; color: black; font-family: Arial; font-size: 15px; font-style: normal; font-variant: normal; font-weight: bold; text-decoration: none; vertical-align: baseline;"&gt;11/16 - Day 37&lt;/span&gt;&lt;span style="background-color: transparent; color: black; font-family: Arial; font-size: 15px; font-style: normal; font-variant: normal; font-weight: normal; text-decoration: none; vertical-align: baseline;"&gt;&lt;/span&gt;&lt;br /&gt;&lt;span style="background-color: transparent; color: black; font-family: Arial; font-size: 15px; font-style: normal; font-variant: normal; font-weight: normal; text-decoration: none; vertical-align: baseline;"&gt;See the tanks go by?&lt;/span&gt;&lt;br /&gt;&lt;span style="background-color: transparent; color: black; font-family: Arial; font-size: 15px; font-style: normal; font-variant: normal; font-weight: normal; text-decoration: none; vertical-align: baseline;"&gt;A Leman Russ column, I&lt;/span&gt;&lt;br /&gt;&lt;span style="background-color: transparent; color: black; font-family: Arial; font-size: 15px; font-style: normal; font-variant: normal; font-weight: normal; text-decoration: none; vertical-align: baseline;"&gt;think. Cheer them on, son!&lt;/span&gt;&lt;br /&gt;&lt;span style="background-color: transparent; color: black; font-family: Arial; font-size: 15px; font-style: normal; font-variant: normal; font-weight: normal; text-decoration: none; vertical-align: baseline;"&gt;&lt;/span&gt;&lt;br /&gt;&lt;span style="background-color: transparent; color: black; font-family: Arial; font-size: 15px; font-style: normal; font-variant: normal; font-weight: bold; text-decoration: none; vertical-align: baseline;"&gt;11/17 - Day 38&lt;/span&gt;&lt;span style="background-color: transparent; color: black; font-family: Arial; font-size: 15px; font-style: normal; font-variant: normal; font-weight: normal; text-decoration: none; vertical-align: baseline;"&gt;&lt;/span&gt;&lt;br /&gt;&lt;span style="background-color: transparent; color: black; font-family: Arial; font-size: 15px; font-style: normal; font-variant: normal; font-weight: normal; text-decoration: none; vertical-align: baseline;"&gt;Be cautious, brothers.&lt;/span&gt;&lt;br /&gt;&lt;span style="background-color: transparent; color: black; font-family: Arial; font-size: 15px; font-style: normal; font-variant: normal; font-weight: normal; text-decoration: none; vertical-align: baseline;"&gt;This Space Hulk is infested&lt;/span&gt;&lt;br /&gt;&lt;span style="background-color: transparent; color: black; font-family: Arial; font-size: 15px; font-style: normal; font-variant: normal; font-weight: normal; text-decoration: none; vertical-align: baseline;"&gt;with foul Genestealers.&lt;/span&gt;&lt;br /&gt;&lt;span style="background-color: transparent; color: black; font-family: Arial; font-size: 15px; font-style: normal; font-variant: normal; font-weight: normal; text-decoration: none; vertical-align: baseline;"&gt;&lt;/span&gt;&lt;br /&gt;&lt;span style="background-color: transparent; color: black; font-family: Arial; font-size: 15px; font-style: normal; font-variant: normal; font-weight: bold; text-decoration: none; vertical-align: baseline;"&gt;11/18 - Day 39&lt;/span&gt;&lt;span style="background-color: transparent; color: black; font-family: Arial; font-size: 15px; font-style: normal; font-variant: normal; font-weight: normal; text-decoration: none; vertical-align: baseline;"&gt;&lt;/span&gt;&lt;br /&gt;&lt;span style="background-color: transparent; color: black; font-family: Arial; font-size: 15px; font-style: normal; font-variant: normal; font-weight: normal; text-decoration: none; vertical-align: baseline;"&gt;Heroic Tanith&lt;/span&gt;&lt;br /&gt;&lt;span style="background-color: transparent; color: black; font-family: Arial; font-size: 15px; font-style: normal; font-variant: normal; font-weight: normal; text-decoration: none; vertical-align: baseline;"&gt;troopers, the First-and-Only,&lt;/span&gt;&lt;br /&gt;&lt;span style="background-color: transparent; color: black; font-family: Arial; font-size: 15px; font-style: normal; font-variant: normal; font-weight: normal; text-decoration: none; vertical-align: baseline;"&gt;saved us from Chaos.&lt;/span&gt;&lt;br /&gt;&lt;span style="background-color: transparent; color: black; font-family: Arial; font-size: 15px; font-style: normal; font-variant: normal; font-weight: normal; text-decoration: none; vertical-align: baseline;"&gt;&lt;/span&gt;&lt;br /&gt;&lt;span style="background-color: transparent; color: black; font-family: Arial; font-size: 15px; font-style: normal; font-variant: normal; font-weight: bold; text-decoration: none; vertical-align: baseline;"&gt;11/19 - Day 40&lt;/span&gt;&lt;span style="background-color: transparent; color: black; font-family: Arial; font-size: 15px; font-style: normal; font-variant: normal; font-weight: normal; text-decoration: none; vertical-align: baseline;"&gt;&lt;/span&gt;&lt;br /&gt;&lt;span style="background-color: transparent; color: black; font-family: Arial; font-size: 15px; font-style: normal; font-variant: normal; font-weight: normal; text-decoration: none; vertical-align: baseline;"&gt;Praise the Emperor.&lt;/span&gt;&lt;br /&gt;&lt;span style="background-color: transparent; color: black; font-family: Arial; font-size: 15px; font-style: normal; font-variant: normal; font-weight: normal; text-decoration: none; vertical-align: baseline;"&gt;The sign of the aquila&lt;/span&gt;&lt;br /&gt;&lt;span style="background-color: transparent; color: black; font-family: Arial; font-size: 15px; font-style: normal; font-variant: normal; font-weight: normal; text-decoration: none; vertical-align: baseline;"&gt;is your guide and shield.&lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/2121546376350658477-782960295463012213?l=infinitelag.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://infinitelag.blogspot.com/feeds/782960295463012213/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://infinitelag.blogspot.com/2011/11/40-days-of-40k-haiku.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/2121546376350658477/posts/default/782960295463012213'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/2121546376350658477/posts/default/782960295463012213'/><link rel='alternate' type='text/html' href='http://infinitelag.blogspot.com/2011/11/40-days-of-40k-haiku.html' title='40 Days of 40K Haiku'/><author><name>J.P. Grant</name><uri>http://www.blogger.com/profile/10359445806017817088</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://3.bp.blogspot.com/_AMFXeEK5E28/S8NpJUygTZI/AAAAAAAAAAY/w7_Fo8G6uMM/S220/n835749094_714454_8272.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://1.bp.blogspot.com/-56LY5A32MLE/TtUUJHkYeoI/AAAAAAAAANg/2aqoWERJoKE/s72-c/Warhammer40kSpaceMarine.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-2121546376350658477.post-3088381631726868070</id><published>2011-10-24T11:32:00.000-04:00</published><updated>2011-10-24T11:32:00.531-04:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Quake II'/><category scheme='http://www.blogger.com/atom/ns#' term='multiplayer'/><category scheme='http://www.blogger.com/atom/ns#' term='Space Marine'/><title type='text'>Reaganomics</title><content type='html'>&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://3.bp.blogspot.com/-OuX7KYxf96Q/TqV3r5HrohI/AAAAAAAAAMw/O0Y5BHbViVo/s1600/reaganomics.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="322" src="http://3.bp.blogspot.com/-OuX7KYxf96Q/TqV3r5HrohI/AAAAAAAAAMw/O0Y5BHbViVo/s400/reaganomics.jpg" width="400" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: left;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: left;"&gt;Having received my &lt;a href="http://www.pastemagazine.com/articles/2011/09/warhammer-40000-space-marine-review-multi-platform.html"&gt;review&lt;/a&gt; copy of &lt;i&gt;Warhammer 40,000: Space Marine&lt;/i&gt; several days before its release date, I expected to have a harder time connecting to full multiplayer matches. As it turns out, there were ample opponents online, mostly located, according to the in-game leaderboard, in France and Germany. At the time, I assumed &lt;i&gt;Space Marine&lt;/i&gt; must have released early in Europe: nearly all of these players had reached double-digit levels in &lt;i&gt;Space Marine&lt;/i&gt;'s XP-unlock system. Not only did they zip through the maps to secure choke points with the speed and familiar ease of old pros, but they were also kitted out with powerful weapons and perks. It was clear they'd had time to practice.&amp;nbsp;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: left;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: left;"&gt;I got slaughtered, of course. &lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: left;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: left;"&gt;(Turns out the game's official European release date was &lt;i&gt;later &lt;/i&gt;than the North American date; I'm told some European retailers regularly break release date to sell extra copies. Knew those guys couldn't &lt;i&gt;all&lt;/i&gt; be reviewers.)&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: left;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: left;"&gt;Despite the relatively limited modes—team deathmatch and king of the hill varieties—I'd been looking forward to jumping into &lt;i&gt;Space Marine&lt;/i&gt;'s multiplayer. That's a rarity for me; I generally dislike competitive multiplayer shooting on the console, since I lack the appropriate twitchiness to properly acquit myself. But, as anyone who follows my lunatic &lt;a href="http://twitter.com/#%21/johnpetergrant"&gt;Twitter stream&lt;/a&gt; knows, my 40K fandom knows few bounds. Besides, except for a few desultory forays into &lt;i&gt;Call of Duty: Black Ops&lt;/i&gt; and &lt;i&gt;Battlefield: Bad Company 2&lt;/i&gt; matches, I hadn't had much experience with the now-standard persistent unlock model.&amp;nbsp;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: left;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: left;"&gt;Of course, I was skeptical; intuitively, this kind of system, which awards players more powerful gear, stat increases, and/or customization bonuses the more XP is accrued, seemed unbalanced at best, obnoxious at worst. Still, I was curious to see if the RPG-lite hook of XP and weapon unlocks might engage me when applied to a fictional world I was already into.&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: left;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://4.bp.blogspot.com/-IkSvqC8FBoA/TqCNoowzDBI/AAAAAAAAAMo/61LSgX_yIF4/s1600/MP_Shot_V4-620x.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="265" src="http://4.bp.blogspot.com/-IkSvqC8FBoA/TqCNoowzDBI/AAAAAAAAAMo/61LSgX_yIF4/s400/MP_Shot_V4-620x.jpg" width="400" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: left;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: left;"&gt;&amp;nbsp;The verdict? Sadly, no.&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: left;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: left;"&gt;I can see why the persistent unlock model is so attractive to both designers and players. From a business perspective, it encourages a "long tail"—by lengthening the time players are likely to spend in multiplayer modes, you're keeping the product off used game store shelves at least for a little while longer. In the process you build word-of-mouth, since the player's online friends can see what you're playing and will want to join in the fun. The model also allows designers to mete out a steady drip-feed of "progress" to the player, creating the illusion of achievement, if not an actual sense of accomplishment. Leveling up means the player doesn't have to start fresh every time he boots up the game, promoting a sense of connection between the player and the multiplayer character. The playing field is not level every match; star players have paid their dues, and earned their perks. That sense of superiority is, I'd imagine, pretty important for people who invest a lot of time into competitive multiplayer. And the allure of new gear—well, that's been &lt;a href="http://infinitelag.blogspot.com/2011/06/gimme-loot.html"&gt;borne out&lt;/a&gt; by many a game.&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: left;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: left;"&gt;But the persistent unlock model also comes with its share of downsides. The most convincing argument against this type of system is that bolting on a leveling up mechanic obscures the notion of skill. In a recent blog post, &lt;i&gt;100 Rogues&lt;/i&gt; designer Keith Burgun lays out a &lt;a href="http://expensiveplanetarium.blogspot.com/2011/08/making-balance-impossible.html"&gt;compelling case&lt;/a&gt;:&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: left;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: justify;"&gt;&lt;i&gt;So, I hope that it's clear how in a skill-based game, having leveling-up  is really out of place, and thus it makes your game much harder to  balance.  Assuming your leveling-up system is at all non-linear (which  it really should be), it becomes impossible to track where your player  will be in terms of his core-stats, and therefore impossible to balance  the game appropriately.  Combine with this the fact that most digital  games are probably too inherently complex to begin with and we have a  recipe for the current status of digital games:  perpetual imbalance.&amp;nbsp;&lt;/i&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: justify;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: justify;"&gt;&lt;i&gt;Our games should not be fighting against themselves like this.  When  designing a game, we must decide what it's about, and stick to it.  Is  it a game about timing, accuracy, and twitch skill?  If so, how does a  leveling up system compliment that?  I am not saying, by the way, that  an action game cannot introduce new mechanisms to the player as he goes,  in the form of new enemies, new weapons, new environments.  These are  all great ways to increase the difficulty that force the player to  increase his own skill.&amp;nbsp; &lt;/i&gt;&lt;i&gt;&lt;/i&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: justify;"&gt;&lt;i&gt;&lt;br /&gt;&lt;/i&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: left;"&gt;There are a few interesting points here. The first is embedded in the first sentence and reinforced in the second paragraph: what kind of game is this, really? I'd argue that multiplayer shooters are primarily about skill. Success in a deathmatch-style game is mostly dependent on, as Keith says, timing, accuracy, and twitch skill. Knowing the maps helps a great deal, as does familiarity with weapon styles and use of bonuses or items. But without those qualities, upgrades will only take you so far. You need to have skill to win consistently.&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: left;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: left;"&gt;With an unlock system in place, though, the game becomes more about addressing imbalances (i.e., exploiting your own upgrades or overcoming others' upgrades with your own skill) than about demonstrating mastery. The playing field is uneven. The player's objective thus becomes gaming the system to balance it in his favor—not about whatever he's actually supposed to do in the match.&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: left;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;img border="0" height="225" src="http://2.bp.blogspot.com/-9SFVZmRSoNQ/TqV-jz_kgsI/AAAAAAAAAM4/rF1uXTLIC98/s400/warhammer-40000-space-marine-multiplayer-gameplay-screenshots.jpg" width="400" /&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: left;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: left;"&gt;For unskilled players, an unlock system creates the illusion of parity. By simply investing enough time into multiplayer—most unlock systems will award you at least a little XP for each round you play—you can advance up the unlock ladder, making up for your lack of skill with powerful weapons and perks. In theory, this will help you be more competitive.&amp;nbsp;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: left;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: left;"&gt;In practice, it's more like our tax code: the rich get richer. In a graduated income tax system, people are taxed at a higher rate the more income they earn. This structure is intended to ensure that those who have benefited most from society contribute more back to it. As we're &lt;a href="http://abcnews.go.com/Politics/warren-buffett-raise-taxes-wealthy-friends/story?id=14307993"&gt;all aware&lt;/a&gt;, it doesn't work like that in reality. Decades of supply-side theory, and I'm sure more than a little bit of lobbying, have convinced decision-makers that 99% of us can rely on the largesse of the wealthy for our own financial security. Because they create jobs, see. &lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: left;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: left;"&gt;Multiplayer unlock systems don't operate on the same principle—there's no "trickling down" of skill—but they have a similar result. Skilled players will advance up the XP ladder at a much faster rate, compounding their advantage over others. Unbalanced matchmaking ensures you'll be placed in lobbies with players at wildly ranging levels, pitting your level 3 character against at least a few level 30s. (I've no idea how matchmaking works on the back end, but I assume grouping players of similar skill levels is a challenge.)&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: left;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: left;"&gt;And this is the irony of the unlock model: it de-incentivizes its own incentives. Lower-level players are often killed within seconds of spawning. Even familiarizing themselves with the maps becomes difficult, since it's tough to explore with a bunch of elites hunting you. It becomes enormously tedious to advance up the ladder. After several rounds with a pathetic kill/death ratio, earning that level 10 Lascannon feels a lot less enticing. &lt;i&gt;Space Marine&lt;/i&gt; combats this obstacle by allowing you to copy the loadout of the last opponent who killed you for one life; but even this creative fix is really just a Band-Aid. Being able to preview a high-level weapon or perk doesn't erase the tedium of grinding levels to earn it.&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: left;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: left;"&gt;The last time I invested a genuine effort in multiplayer was probably in college, when my dorm floor played regular &lt;i&gt;Quake II&lt;/i&gt; matches. The &lt;i&gt;Quake &lt;/i&gt;games are notoriously fast-paced affairs, heavily reliant on twitch skill. But they also feature finely-tuned maps that allow for creative tactics. One thing I loved about &lt;i&gt;Quake II&lt;/i&gt; was that I could practice with bots before taking on my friends. There was a way to refine my skill in a customizable environment, to familiarize myself with maps, items, and weapons without getting my head blown off every ten seconds. Everything was accessible from the start; the game felt like a shooter, not a JRPG. The playing field was even.&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: left;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: left;"&gt;Here's the best part: Translating that experience with bots to matches against my friends was incredibly satisfying, even if I still got slaughtered. I had learned something by practicing and applied it in a live context. If I got destroyed, it was because my opponent was more skilled, not because he'd unlocked some perk or weapon. If "fun" in games is about learning, as &lt;a href="http://www.amazon.com/Theory-Fun-Game-Design/dp/1932111972"&gt;Raph Koster says&lt;/a&gt;, we need more opportunities to learn, not to earn.&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: left;"&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: left;"&gt;&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/2121546376350658477-3088381631726868070?l=infinitelag.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://infinitelag.blogspot.com/feeds/3088381631726868070/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://infinitelag.blogspot.com/2011/10/reaganomics.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/2121546376350658477/posts/default/3088381631726868070'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/2121546376350658477/posts/default/3088381631726868070'/><link rel='alternate' type='text/html' href='http://infinitelag.blogspot.com/2011/10/reaganomics.html' title='Reaganomics'/><author><name>J.P. Grant</name><uri>http://www.blogger.com/profile/10359445806017817088</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://3.bp.blogspot.com/_AMFXeEK5E28/S8NpJUygTZI/AAAAAAAAAAY/w7_Fo8G6uMM/S220/n835749094_714454_8272.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://3.bp.blogspot.com/-OuX7KYxf96Q/TqV3r5HrohI/AAAAAAAAAMw/O0Y5BHbViVo/s72-c/reaganomics.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-2121546376350658477.post-274397764124993319</id><published>2011-09-20T12:27:00.000-04:00</published><updated>2011-09-20T12:27:42.361-04:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Nob-Polishing'/><category scheme='http://www.blogger.com/atom/ns#' term='Dating/Relationships'/><category scheme='http://www.blogger.com/atom/ns#' term='Love In The Time of Tyranids'/><title type='text'>Tau Catalog</title><content type='html'>&lt;div style="background-color: transparent;"&gt;&lt;div dir="ltr" id="internal-source-marker_0.5398044546600431" style="margin-bottom: 0pt; margin-top: 0pt; text-align: center;"&gt;&lt;span style="background-color: transparent; color: black; font-size: 18pt; font-style: normal; font-variant: normal; font-weight: bold; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"&gt;&lt;span class="Apple-style-span" style="font-family: 'Helvetica Neue', Arial, Helvetica, sans-serif;"&gt;The Ten Worst Dates I’ve Gone On In This, The Grim Dark Future Of The 41st Millennium&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;div dir="ltr" id="internal-source-marker_0.5398044546600431" style="margin-bottom: 0pt; margin-top: 0pt; text-align: center;"&gt;&lt;span class="Apple-style-span" style="font-family: 'Trebuchet MS', sans-serif; font-size: x-small;"&gt;&lt;span class="Apple-style-span" style="white-space: pre-wrap;"&gt;SEP. 20, 40,000      &lt;i&gt;By&lt;/i&gt; &lt;a href="http://www.blogger.com/profile/10359445806017817088"&gt;J.P. GRANT&lt;/a&gt;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;div dir="ltr" id="internal-source-marker_0.5398044546600431" style="margin-bottom: 0pt; margin-top: 0pt; text-align: center;"&gt;&lt;span class="Apple-style-span" style="font-family: 'Trebuchet MS', sans-serif; font-size: 15px; white-space: pre-wrap;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;&lt;div dir="ltr" id="internal-source-marker_0.5398044546600431" style="margin-bottom: 0pt; margin-top: 0pt; text-align: left;"&gt;&lt;span class="Apple-style-span" style="font-family: 'Trebuchet MS', sans-serif; white-space: pre-wrap;"&gt;10. He shows up in fashionably ‘retro’ Mark 6 Corvus Armour, strutting toward the bar as if that Beakie helmet isn’t so unironically M.31, as if that studded left pauldron isn’t, like, a total space-goth cliche. He’s barely gotten out a “Greetings, fair one, in the name of the Emperor” before I fake an emergency vox summons from my Administratum sub-commander.&lt;/span&gt;&lt;/div&gt;&lt;div dir="ltr" id="internal-source-marker_0.5398044546600431" style="margin-bottom: 0pt; margin-top: 0pt; text-align: left;"&gt;&lt;span style="background-color: transparent; color: black; font-style: normal; font-variant: normal; font-weight: bold; text-decoration: none; vertical-align: baseline;"&gt;&lt;/span&gt;&lt;/div&gt;&lt;div style="background-color: transparent; font-weight: normal;"&gt;&lt;span class="Apple-style-span" style="font-family: 'Trebuchet MS', sans-serif;"&gt;&lt;span style="background-color: transparent; color: black; font-style: normal; font-variant: normal; font-weight: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"&gt;&lt;/span&gt;&lt;br /&gt;&lt;span style="background-color: transparent; color: black; font-style: normal; font-variant: normal; font-weight: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"&gt;9. He doesn’t look like a Squat in his profile picter. But he is.&lt;/span&gt;&lt;br /&gt;&lt;span style="background-color: transparent; color: black; font-style: normal; font-variant: normal; font-weight: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"&gt;&lt;/span&gt;&lt;br /&gt;&lt;span style="background-color: transparent; color: black; font-style: normal; font-variant: normal; font-weight: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"&gt;8. Crying? Seriously? He’s halfway through his third amasec when he just loses it, great gobs of snot dripping from his nose like drops of water from a leaky faucet. Except these drops are full of plague. He’s blubbering about his ‘existential despair,’ his ‘profound hopelessness and fear,’ begging me to join with him in ‘dark eternal service’ to ‘Papa Nurgle.’ Uh, no. But you &lt;/span&gt;&lt;span style="background-color: transparent; color: black; font-style: italic; font-variant: normal; font-weight: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"&gt;can&lt;/span&gt;&lt;span style="background-color: transparent; color: black; font-style: normal; font-variant: normal; font-weight: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"&gt; buy me another 19-credit Tranq-tini.&lt;/span&gt;&lt;br /&gt;&lt;span style="background-color: transparent; color: black; font-style: normal; font-variant: normal; font-weight: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"&gt;&lt;/span&gt;&lt;br /&gt;&lt;span style="background-color: transparent; color: black; font-style: normal; font-variant: normal; font-weight: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"&gt;7. After dinner he asks me up to his con-apt to see the ‘etchings’ he’s done of the ‘Most Blessed Primarch Roboute Guilliman.’ Yeah, like I haven’t heard &lt;/span&gt;&lt;span style="background-color: transparent; color: black; font-style: italic; font-variant: normal; font-weight: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"&gt;that&lt;/span&gt;&lt;span style="background-color: transparent; color: black; font-style: normal; font-variant: normal; font-weight: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"&gt; one before.&lt;/span&gt;&lt;br /&gt;&lt;span style="background-color: transparent; color: black; font-style: normal; font-variant: normal; font-weight: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"&gt;&lt;/span&gt;&lt;br /&gt;&lt;span style="background-color: transparent; color: black; font-style: normal; font-variant: normal; font-weight: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"&gt;6. He’s beautiful, he’s charming, he’s a medicae so you know he’s got credits. But then he gets me up to his hab. Throne, that vox-drone collection. Really? You’re still listening to Machine God? The Flash Gitz? Way to be totally M.37, bro.&lt;/span&gt;&lt;br /&gt;&lt;span style="background-color: transparent; color: black; font-style: normal; font-variant: normal; font-weight: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"&gt;&lt;/span&gt;&lt;br /&gt;&lt;span style="background-color: transparent; color: black; font-style: normal; font-variant: normal; font-weight: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"&gt;5. He doesn’t know I fethed his best friend. Who was secretly a chaos daemon. Awkward!&lt;/span&gt;&lt;br /&gt;&lt;span style="background-color: transparent; color: black; font-style: normal; font-variant: normal; font-weight: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"&gt;&lt;/span&gt;&lt;br /&gt;&lt;span style="background-color: transparent; color: black; font-style: normal; font-variant: normal; font-weight: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"&gt;4. So okay, he quotes the Codex even though you know he hasn’t read it. And he hangs out in dive bars on Edge Worlds to be like, ironic or whatever. But feth it, he’s &lt;/span&gt;&lt;span style="background-color: transparent; color: black; font-style: italic; font-variant: normal; font-weight: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"&gt;hot&lt;/span&gt;&lt;span style="background-color: transparent; color: black; font-style: normal; font-variant: normal; font-weight: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"&gt;. We’re making out in the alley behind his hab-block when he asks me if I ‘wanna get kinky.’ ‘What did you have in mind?’ I say. He gets this sick grin on his face, then whips out his data-slate. Thousands of picters of post-Atrocity Ravenor—OUTSIDE THE CHAIR. ‘Sizzled flesh turn you on, baby?’ No. No. NO.&lt;/span&gt;&lt;br /&gt;&lt;span style="background-color: transparent; color: black; font-style: normal; font-variant: normal; font-weight: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"&gt;&lt;/span&gt;&lt;br /&gt;&lt;span style="background-color: transparent; color: black; font-style: normal; font-variant: normal; font-weight: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"&gt; 3. Fine. I’ve had too many amasecs and now I’m letting him feth me because, whatever, it’s been a while. It’s going okay at first until he starts with the moaning. “Throoooooone,” he yells. “Oh, Throoo--ooo--ooone!” He sounds like a fething Squig with a bowel infection. Total stim-kill.&lt;/span&gt;&lt;br /&gt;&lt;span style="background-color: transparent; color: black; font-style: normal; font-variant: normal; font-weight: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"&gt;&lt;/span&gt;&lt;br /&gt;&lt;span style="background-color: transparent; color: black; font-style: normal; font-variant: normal; font-weight: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"&gt;2. I drunk-vox him for a late-night hookup and he BRINGS HIS ROOMMATE. Who is an Eldar. The feth is he thinking? &amp;nbsp;&lt;/span&gt;&lt;br /&gt;&lt;span style="background-color: transparent; color: black; font-style: normal; font-variant: normal; font-weight: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"&gt;&lt;/span&gt;&lt;br /&gt;&lt;span style="background-color: transparent; color: black; font-style: normal; font-variant: normal; font-weight: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"&gt;1. Do I want to ‘polish’ his ‘nob.’ Um, not anymore!&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;div style="background-color: transparent; font-weight: normal;"&gt;&lt;span class="Apple-style-span" style="font-family: 'Trebuchet MS', sans-serif;"&gt;&lt;span style="background-color: transparent; color: black; font-style: normal; font-variant: normal; font-weight: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;div style="background-color: transparent; text-align: center;"&gt;&lt;span class="Apple-style-span" style="font-family: 'Trebuchet MS', sans-serif;"&gt;&lt;span style="background-color: transparent; color: black; font-style: normal; font-variant: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;"&gt;&lt;b&gt;You should follow Tau Catalog on Twitter &lt;a href="http://twitter.com/#!/johnpetergrant"&gt;here&lt;/a&gt;.&lt;/b&gt;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/2121546376350658477-274397764124993319?l=infinitelag.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://infinitelag.blogspot.com/feeds/274397764124993319/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://infinitelag.blogspot.com/2011/09/tau-catalog.html#comment-form' title='10 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/2121546376350658477/posts/default/274397764124993319'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/2121546376350658477/posts/default/274397764124993319'/><link rel='alternate' type='text/html' href='http://infinitelag.blogspot.com/2011/09/tau-catalog.html' title='Tau Catalog'/><author><name>J.P. Grant</name><uri>http://www.blogger.com/profile/10359445806017817088</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://3.bp.blogspot.com/_AMFXeEK5E28/S8NpJUygTZI/AAAAAAAAAAY/w7_Fo8G6uMM/S220/n835749094_714454_8272.jpg'/></author><thr:total>10</thr:total></entry><entry><id>tag:blogger.com,1999:blog-2121546376350658477.post-6996007604486026340</id><published>2011-09-19T20:12:00.000-04:00</published><updated>2011-09-19T20:12:19.046-04:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Gamers With Jobs'/><category scheme='http://www.blogger.com/atom/ns#' term='Let There Be Smite'/><category scheme='http://www.blogger.com/atom/ns#' term='Mortal Kombat'/><category scheme='http://www.blogger.com/atom/ns#' term='Zombie Gunship'/><category scheme='http://www.blogger.com/atom/ns#' term='Toy Soldiers: Cold War'/><category scheme='http://www.blogger.com/atom/ns#' term='Symon'/><category scheme='http://www.blogger.com/atom/ns#' term='Bastion'/><category scheme='http://www.blogger.com/atom/ns#' term='Kill Screen'/><category scheme='http://www.blogger.com/atom/ns#' term='Karoshi'/><category scheme='http://www.blogger.com/atom/ns#' term='Paste'/><category scheme='http://www.blogger.com/atom/ns#' term='Space Marine'/><title type='text'>Excuses, Excuses</title><content type='html'>&lt;table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"&gt;&lt;tbody&gt;&lt;tr&gt;&lt;td style="text-align: center;"&gt;&lt;a href="http://2.bp.blogspot.com/-2zeE_Je8R1w/Tner34VAe6I/AAAAAAAAAMY/YlEDv5gdNwU/s1600/excuses-demotivational-poster-1212376171.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"&gt;&lt;img border="0" height="322" src="http://2.bp.blogspot.com/-2zeE_Je8R1w/Tner34VAe6I/AAAAAAAAAMY/YlEDv5gdNwU/s400/excuses-demotivational-poster-1212376171.jpg" width="400" /&gt;&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td class="tr-caption" style="text-align: center;"&gt;&lt;i&gt;Pictured: a smoking dog that is somehow &lt;/i&gt;&lt;b&gt;not&lt;/b&gt;&lt;i&gt; a French poodle&lt;/i&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&lt;br /&gt;Two months? Two MONTHS since I last posted here?&lt;br /&gt;&lt;br /&gt;I know, okay? &lt;i&gt;I know&lt;/i&gt;. No excuse. Even for me.&lt;br /&gt;&lt;br /&gt;Still. Haven't been idle this whole time, I promise. In fact, the main reason I haven't kept up with the blog is because I've been busy writing for other folks.&lt;br /&gt;&lt;br /&gt;Voila, the obligatory rundown!&lt;br /&gt;&lt;br /&gt;At &lt;i&gt;Kill Screen&lt;/i&gt;, I &lt;a href="http://killscreendaily.com/articles/profile-greg-kasavin"&gt;interviewed Greg Kasavin&lt;/a&gt;, creative director at Supergiant Games, makers of my favorite game of this year, &lt;i&gt;Bastion&lt;/i&gt;. It's not surprising that &lt;i&gt;Bastion&lt;/i&gt; turned out so well, given the talent, smarts, and heart of the Supergiant team, most of whom I was fortunate to meet at PAX East. I have a lot more to say about &lt;i&gt;Bastion&lt;/i&gt;, but I'll reserve that for a future post—one that will be positively riddled with spoilers, no doubt.&lt;br /&gt;&lt;br /&gt;This sobering meditation on death and suicide in games, "&lt;a href="http://killscreendaily.com/articles/life-after-death"&gt;Life After Death&lt;/a&gt;," was first drafted back in late April but kicked around in multiple incarnations until it finally went up at &lt;i&gt;KS&lt;/i&gt; in late July. The finished product features an amazing illustration by &lt;a href="http://danielpurvis.com/blog/"&gt;Daniel Purvis&lt;/a&gt; and some invisible, but crucial, editing by &lt;a href="http://twitter.com/#%21/twerkface"&gt;Ryan Kuo&lt;/a&gt;. &lt;i&gt;Karoshi&lt;/i&gt; is a curious game on a number of levels. It scared me probably way more than it should have.&lt;br /&gt;&lt;br /&gt;I also reviewed an iOS game with the preposterous title &lt;a href="http://killscreendaily.com/articles/reviews/review-zombie-gunship"&gt;&lt;i&gt;Zombie Gunship&lt;/i&gt;&lt;/a&gt; for the site. I wrote this piece shortly after &lt;i&gt;KS&lt;/i&gt; announced it was no longer assigning scores to reviews. It might be for this reason, or because I was particularly invested in my angle, or because I knew my editors support pieces that take risks—but writing this one was, I dunno, liberating. I fear I undersold the game itself, which is good fun. But if you grew up watching Gulf War I (my God. Gulf War One.) unfold on network TV like I did, it's hard to shake the odd feeling of deja vu.&lt;br /&gt;&lt;br /&gt;Speaking of risk-taking, how about this &lt;a href="http://www.pastemagazine.com/articles/2011/09/warhammer-40000-space-marine-review-multi-platform.html"&gt;in-character review of &lt;i&gt;Warhammer 40,000: Space Marine&lt;/i&gt;&lt;/a&gt; I co-wrote with Battle-Brother &lt;a href="http://www.robzacny.com/"&gt;Rob Zacny&lt;/a&gt; for &lt;i&gt;Paste&lt;/i&gt;. I don't have to tell you, faithful fellow servant of the Emperor, how much fun this one was.&lt;br /&gt;&lt;br /&gt;Last month &lt;i&gt;Paste&lt;/i&gt; also published my &lt;a href="http://www.pastemagazine.com/articles/2011/08/toy-soldiers-cold-war-review-xbla.html"&gt;review of &lt;i&gt;Toy Soldiers: Cold War&lt;/i&gt;&lt;/a&gt;, an XBLA title that builds on the strengths of its predecessor. Be sure to click on the comments to see an amazing defense of Weird Al in response to my offhand reference. (For the record, I love Weird Al too and agree that he's an outstanding musician, commenter dude—but it's hard to argue he's not seen as a novelty act.)&lt;br /&gt;&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://3.bp.blogspot.com/-9EGUW6_n-Kg/TnfUsqn9kEI/AAAAAAAAAMc/9AZyxcD7iQ0/s1600/weirdal_14web.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="285" src="http://3.bp.blogspot.com/-9EGUW6_n-Kg/TnfUsqn9kEI/AAAAAAAAAMc/9AZyxcD7iQ0/s400/weirdal_14web.jpg" width="400" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;&lt;br /&gt;Whew. On to Gamers With Jobs? Told you I've been busy.&lt;br /&gt;&lt;br /&gt;Back in May (May! Sheesh.), I contributed &lt;a href="http://www.gamerswithjobs.com/node/108373"&gt;this piece&lt;/a&gt; on the new &lt;i&gt;Mortal Kombat&lt;/i&gt;'s final boss, Shao Kahn. Are fighting game bosses always broken? Maybe. But it's still interesting that for all the refinements Netherrealm made to the &lt;i&gt;MK&lt;/i&gt; formula—the reboot is probably the best game in the series—they still fell back on the old "cheap-ass final boss" trope. I wonder if people would be disappointed if they hadn't.&lt;br /&gt;&lt;br /&gt;In June, Mrs. JPG and I had a lovely holiday in London, kicked off by a surreal jetlagged visit to a (since-defunct!) Piccadilly Circus arcade called Funland. I wrote up the experience &lt;a href="http://www.gamerswithjobs.com/node/109045"&gt;here&lt;/a&gt;.&lt;br /&gt;&lt;br /&gt;July saw another long-dormant article published. "&lt;a href="http://www.gamerswithjobs.com/node/109213"&gt;Right Here, Right Now&lt;/a&gt;"&amp;nbsp;argues that now may be the best time ever to be a gamer. It also features probably the best header image I've ever found. I mean, just look how much fun Marv is having! Where would you rather be, indeed.&lt;br /&gt;&lt;br /&gt;Last month, Rob and I attended our second GameLoop Boston. I wrote up &lt;a href="http://infinitelag.blogspot.com/2010/09/boston-gameloop-2010.html"&gt;some notes last year&lt;/a&gt;, but Rob and I decided to divide and conquer at this year's event, which was again a great time. Our roundup lives &lt;a href="http://www.gamerswithjobs.com/node/109476"&gt;here&lt;/a&gt;.&lt;br /&gt;&lt;br /&gt;Every Friday, GWJ features a column called Fringe Busters that highlights small independent games in 250-word blurbs. It's a terrific way to highlight games that tend to fly under the radar. Most are excellent conversation-starters. I've profiled two: the satirical "god game" &lt;i&gt;&lt;a href="http://www.gamerswithjobs.com/node/109017"&gt;Let There Be Smite!&lt;/a&gt;&lt;/i&gt;, made by my &lt;i&gt;Kill Screen&lt;/i&gt; colleague Pippin Barr; and &lt;i&gt;&lt;a href="http://www.gamerswithjobs.com/node/109664"&gt;Symon&lt;/a&gt;&lt;/i&gt;, a beautiful, melancholy point-and-click game from my pals at &lt;a href="http://gambit.mit.edu/"&gt;GAMBIT&lt;/a&gt;.&lt;br /&gt;&lt;br /&gt;Finally, I was a guest on last week's &lt;a href="http://www.gamerswithjobs.com/node/109706"&gt;GWJ Conference Call&lt;/a&gt;, where I made some stupid Warhammer jokes and had a lot of laughs while Julian, Sean and Rob unleashed their fury on the abomination that is the JRPG.&lt;br /&gt;&lt;br /&gt;And that's the list! I do have a few things in the works for this here humble blog, I swear. Stay tuned?&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/2121546376350658477-6996007604486026340?l=infinitelag.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://infinitelag.blogspot.com/feeds/6996007604486026340/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://infinitelag.blogspot.com/2011/09/excuses-excuses.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/2121546376350658477/posts/default/6996007604486026340'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/2121546376350658477/posts/default/6996007604486026340'/><link rel='alternate' type='text/html' href='http://infinitelag.blogspot.com/2011/09/excuses-excuses.html' title='Excuses, Excuses'/><author><name>J.P. Grant</name><uri>http://www.blogger.com/profile/10359445806017817088</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://3.bp.blogspot.com/_AMFXeEK5E28/S8NpJUygTZI/AAAAAAAAAAY/w7_Fo8G6uMM/S220/n835749094_714454_8272.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://2.bp.blogspot.com/-2zeE_Je8R1w/Tner34VAe6I/AAAAAAAAAMY/YlEDv5gdNwU/s72-c/excuses-demotivational-poster-1212376171.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-2121546376350658477.post-7600854321086848965</id><published>2011-07-18T23:19:00.001-04:00</published><updated>2011-07-18T23:19:00.401-04:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Starcraft'/><category scheme='http://www.blogger.com/atom/ns#' term='FarmVille'/><category scheme='http://www.blogger.com/atom/ns#' term='Game Dev Story'/><category scheme='http://www.blogger.com/atom/ns#' term='Tiny Tower'/><title type='text'>Taylor's Tower</title><content type='html'>&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://2.bp.blogspot.com/-Vf0_k7vdh0g/TiRdwS_GBzI/AAAAAAAAALs/n7hkwz3nTvE/s1600/FW+Taylor.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="320" src="http://2.bp.blogspot.com/-Vf0_k7vdh0g/TiRdwS_GBzI/AAAAAAAAALs/n7hkwz3nTvE/s320/FW+Taylor.jpg" width="244" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;American industry's relentless focus on efficiency can largely be traced to &lt;a href="http://en.wikipedia.org/wiki/Frederick_Winslow_Taylor"&gt;Frederick W. Taylor&lt;/a&gt;, inventor of the theory of &lt;a href="http://en.wikipedia.org/wiki/Scientific_management"&gt;scientific management&lt;/a&gt;. In the late 19th century, Taylor, a mechanical engineer and former factory worker, conducted "time studies" of industrial workers, seeking to identify and codify what we might call "best practices" in today's business jargon—the most efficient processes for producing maximum output. Taylor timed workers' movements to the second, using his amassed data to construct an ideal system of motions for maximum productivity and minimum wastefulness. In a Taylorist system, in other words, all men are machines.&lt;br /&gt;&lt;br /&gt;But Taylor wasn't simply interested in workers' physical movements. His theory, which could be said to represent the best and worst of the Progressive Era, also set out to bridge that pesky divide between labor and management. He claimed that his methods would not only increase output, but also improve worker satisfaction, reduce working hours, and minimize conflict. Of course, he also assumed laborers, like dogs, were either too genial or too stupid to mind being treated like objects.&lt;br /&gt;&lt;br /&gt;It's no wonder Lenin was a fan. Despite its pretensions at fostering equality, Taylorism was a thoroughly autocratic system. "It is only through &lt;i&gt;enforced&lt;/i&gt; standardization of methods, &lt;i&gt;enforced&lt;/i&gt; adoption of the best implements and working conditions, and &lt;i&gt;enforced&lt;/i&gt; cooperation that this faster work can be assured," Taylor wrote in &lt;i&gt;Principles of Scientific Management&lt;/i&gt;. "And the duty of enforcing the adoption of standards and enforcing this cooperation rests with &lt;i&gt;management&lt;/i&gt; alone" [italics in original]. So, lots of enforcing going on. And lots of room for interpretation about what "best" means. Charlie Chaplin's celebrated satire&amp;nbsp;&lt;a href="http://en.wikipedia.org/wiki/Modern_Times_%28film%29"&gt;&lt;i&gt;Modern Times&lt;/i&gt;&lt;/a&gt; brilliantly captures the dystopian work environment fostered by Taylorism. Nothing quite like the boss's furious face appearing on a giant viewscreen while you're taking a leak to scare you back to the assembly line.&lt;br /&gt;&lt;br /&gt;&lt;a href="http://4.bp.blogspot.com/-SbBpJ37wcG4/TiRyVy0BkuI/AAAAAAAAALw/6iCfPraekxY/s1600/tinytower.png" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"&gt;&lt;img border="0" height="320" src="http://4.bp.blogspot.com/-SbBpJ37wcG4/TiRyVy0BkuI/AAAAAAAAALw/6iCfPraekxY/s320/tinytower.png" width="240" /&gt;&lt;/a&gt;No game has made me feel like a Taylorist factory foreman as much as &lt;i&gt;Tiny Tower&lt;/i&gt;, the iOS tapfest currently inspiring love-hate reactions across the web. If you're not familiar with the game, it's an economic/real estate simulator in which, as the Tiny Trump in charge of your Tiny Tower, you build apartments and businesses, collect money, and exercise autocratic control of your pixelated "Bitizens." You choose not only if and where they work, but if they deserve to stay in your Tower at all, based on their work aptitude ratings. The mechanics themselves, like industrial labor, are repetitive to a mind-numbing degree: Build a floor, restock stores, wait (in real time!) for coins to accrue and restocking to complete, ferry Bitizens in elevators, restock stores, build another floor. Rinse and repeat.&lt;br /&gt;&lt;br /&gt;Brendan Keogh's &lt;a href="http://www.pastemagazine.com/articles/2011/07/tiny-tower-review-ios.html"&gt;review in &lt;i&gt;Paste&lt;/i&gt;&lt;/a&gt; explains the game's mechanics in more detail. But it also tries to articulate the game's bizarre allure, which many players are still trying to pin down. On the surface, there is nothing about &lt;i&gt;Tiny Tower&lt;/i&gt; that should be fun. And yet we keep playing. Michael Abbott's recent &lt;a href="http://www.brainygamer.com/the_brainy_gamer/2011/07/tiny-tower-fail.html"&gt;Brainy Gamer post&lt;/a&gt; is an elegant piece of satire on that front.&lt;br /&gt;&lt;br /&gt;The thing about &lt;i&gt;Tiny Tower&lt;/i&gt; that interests me most, though, is not that it's a superficial game that is inexplicably addictive; I've played lots of games like that, &lt;i&gt;Game Dev Story&lt;/i&gt;&amp;nbsp;being only the most recent example. I do find it fascinating that the free-to-play (and &lt;a href="http://www.wired.com/gamelife/2011/06/free-to-play/"&gt;apparently very profitable&lt;/a&gt;)&amp;nbsp;&lt;i&gt;Tiny Tower&lt;/i&gt; is so brazen about its micro-transaction opportunities—not by plastering you with pop-up ads and "social" hooks, but by slowing gameplay to an existential crawl, unless you want to pay to skip ahead—yet largely seems to have avoided the disdain inspired by &lt;i&gt;FarmVille&lt;/i&gt;. I'm at something of a loss to explain that, other than to speculate that Moms haven't yet caught on. Mechanically, I'm not sure there's much difference. Presumably iDevices' enduring hipness shields &lt;i&gt;Tiny Tower&lt;/i&gt; from some of the ire reserved for Facebook games.&lt;br /&gt;&lt;br /&gt;What strikes me most about &lt;i&gt;Tiny Tower&lt;/i&gt; is how transparently and, well, efficiently it compels the player to adopt a Taylorist philosophy. Taylor believed there was One Best Way to perform any kind of job, a sort of miracle cure for what ailed the worker, the manager, and industry as a whole. In &lt;i&gt;Tiny Tower&lt;/i&gt;, it becomes clear after a few hours—once you are invested enough to start caring about your burgeoning building—that maximizing efficiency, not employing creative strategies, is the objective here. Just as in manufacturing, the work never ends in &lt;i&gt;Tiny Tower&lt;/i&gt;; there is no defined end point at which the goal is achieved. There is only more building, more production. There is little incentive to do anything else than figure out the most cost-effective and time-saving way to keep doing what you're doing. Even the "strategy guides" for this game read like Taylorist propaganda. &lt;a href="http://www.destructoid.com/tips-and-tricks-for-maximizing-efficiency-in-tiny-tower-205704.phtml"&gt;This one&lt;/a&gt; explicitly bills itself not as a guide, but as "tips and tricks for maximizing efficiency."&lt;br /&gt;&lt;br /&gt;Of course, maximizing efficiency is sometimes just the way to win. In games like &lt;i&gt;StarCraft&lt;/i&gt; or even chess, there are proven strategies that work to the player's advantage a very high percentage of the time. It's stupid to not employ them. Listening to &lt;i&gt;StarCraft&lt;/i&gt; veterans debate build orders, it's easy to suspect they're just trying to find that One Best Way. But &lt;i&gt;StarCraft&lt;/i&gt; and chess players understand that different situations require different strategies, and that strategies have to evolve on the fly as each match unfolds. The joy of these games is the artfulness with which skilled players adapt to changing conditions. Taylor, on the other hand, wasn't much for evolution or adaptation. Scientific management made no room for art. Enforced standardization was quite literally the order of the day.&lt;br /&gt;&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://1.bp.blogspot.com/-KY4bYSRfQSg/TiTnE28_oBI/AAAAAAAAAL0/NYJOaFiIdz4/s1600/moderntimes1.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="268" src="http://1.bp.blogspot.com/-KY4bYSRfQSg/TiTnE28_oBI/AAAAAAAAAL0/NYJOaFiIdz4/s320/moderntimes1.jpg" width="320" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;&lt;i&gt;Tiny Tower&lt;/i&gt;&amp;nbsp;operates in much the same way, but on two levels. As Tiny Trump,* you exercise totalitarian control over your Bitizens, from where they live and where they work to what they wear. And these choices aren't merely cosmetic; dressing up Bitizens of similar aptitudes in similar "uniforms" can make them easier to find and reassign as needed. Should another Bitizen come along who happens to have a better aptitude rating, it's sayonara to the dead weight—if you're a Trump worth your hairpiece, anyway. (That element in particular, the shedding of inefficient workers, is eerily reminiscent of workers' loss of jobs to automation in the mid-20th century, a natural outgrowth of a manufacturing culture rooted in scientific management.) Inasmuch as it is possible to suck at &lt;i&gt;Tiny Tower&lt;/i&gt;, you will suck if you don't learn to adopt a Taylorist approach. Or, more likely, you'll just put it away.&lt;br /&gt;&lt;br /&gt;But then there's also the way the game itself becomes the Taylorist management to the player's laborer. Half of the "gameplay" is ferrying Bitizens on the elevator (which can be upgraded for speed, of course), perhaps the most menial task a videogame has asked of players in recent memory. If you allow &lt;i&gt;Tiny Tower&lt;/i&gt; to send push notifications, it'll pop up dialogue boxes on your device every time a store is ready for restocking or a new floor has been built. It slaves the player to the (real time!) clock in a way that few other games do. Eventually you get the feeling you should punch a timeclock every time you boot up the damn thing.&lt;br /&gt;&lt;br /&gt;But for all that, my Tiny Tower is no dystopia. For one thing, it's cute as hell. My Bitizens seem, on the whole, a happy and well-adjusted lot, with the possible exception of that blue-haired chick with the bunny ears who works in the Soda Brewery. There are enough bemusing Easter eggs in &lt;i&gt;Tiny Tower&lt;/i&gt;'s Facebook parody, "Bitbook," to convince me there's a fair amount of tongue-in-cheek intent here. I'm genuinely glad for developer &lt;a href="http://nimblebit.com/"&gt;NimbleBit&lt;/a&gt;—twin brothers Ian and David Marsh—that they've hit on what appears to be an enormously successful formula.&lt;br /&gt;&lt;br /&gt;I'm also glad&amp;nbsp;&lt;i&gt;Tiny Tower&lt;/i&gt; has provoked me to consider how I "maximize efficiency" in other games. I may not have been able to articulate it properly before playing &lt;i&gt;Tiny Tower&lt;/i&gt;, but it makes sense in retrospect: The point at which I give up and put a game away is often the point at which it begins to feel like work, when I become obsessed with finding the One Best Way to play it. If it turns out there is indeed a One Best Way to play, that's usually an indication that the game is not worth the effort I'm putting into it. Or maybe that it's ceased to become a "game" for me at all.&lt;br /&gt;&lt;br /&gt;So why am I still playing &lt;i&gt;Tiny Tower&lt;/i&gt;? For me, and I suspect for many others, there's a calming allure to the game's very mundanity and repetitiveness. It's satisfying and relieving in the same way, say, filling in a spreadsheet can be. There's a degree of comfort in the fact that little critical thought is required. The job hasn't been stimulating or challenging, but you have produced something. Something exists where it didn't before. And that's rewarding.&lt;br /&gt;&lt;br /&gt;At least until it's time to build the next floor.&lt;br /&gt;&lt;br /&gt;&lt;span class="Apple-style-span" style="font-size: xx-small;"&gt;*No actual references to The Donald exist in this game. But they really should.&lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/2121546376350658477-7600854321086848965?l=infinitelag.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://infinitelag.blogspot.com/feeds/7600854321086848965/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://infinitelag.blogspot.com/2011/07/taylors-tower.html#comment-form' title='4 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/2121546376350658477/posts/default/7600854321086848965'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/2121546376350658477/posts/default/7600854321086848965'/><link rel='alternate' type='text/html' href='http://infinitelag.blogspot.com/2011/07/taylors-tower.html' title='Taylor&apos;s Tower'/><author><name>J.P. Grant</name><uri>http://www.blogger.com/profile/10359445806017817088</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://3.bp.blogspot.com/_AMFXeEK5E28/S8NpJUygTZI/AAAAAAAAAAY/w7_Fo8G6uMM/S220/n835749094_714454_8272.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://2.bp.blogspot.com/-Vf0_k7vdh0g/TiRdwS_GBzI/AAAAAAAAALs/n7hkwz3nTvE/s72-c/FW+Taylor.jpg' height='72' width='72'/><thr:total>4</thr:total></entry><entry><id>tag:blogger.com,1999:blog-2121546376350658477.post-6644684279565055784</id><published>2011-07-05T14:30:00.014-04:00</published><updated>2011-07-05T14:30:27.109-04:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Black Ops'/><category scheme='http://www.blogger.com/atom/ns#' term='Mortal Kombat'/><category scheme='http://www.blogger.com/atom/ns#' term='violence'/><category scheme='http://www.blogger.com/atom/ns#' term='Call of Duty'/><title type='text'>The Death Fetish</title><content type='html'>In honor of AMURRICA, I marathoned my way through the single-player campaign of my latest library rental, &lt;i&gt;Call of Duty: Black Ops&lt;/i&gt;, yesterday. My reaction was much the same as &lt;a href="http://infinitelag.blogspot.com/2010/06/modern-warfare-as-modern-art.html"&gt;my response to &lt;i&gt;Modern Warfare 2&lt;/i&gt;&lt;/a&gt;:&lt;br /&gt;&lt;br /&gt;Hour 1: Wow, this looks and plays great.&lt;br /&gt;Hour 6: My soul is crushed.&lt;br /&gt;&lt;br /&gt;There's a reason I'll never buy a &lt;i&gt;Call of Duty&lt;/i&gt; title, but it's not what you might think. It's not because I'm terrible at multiplayer-heavy shooters, although I am. It's not because their stories are barely-comprehensible Michael Bay &lt;a href="http://kasavin.blogspot.com/2011/06/power-fantasies-and-their-problems.html"&gt;power fantasies&lt;/a&gt;, although they are. It's not because Activision is creeping ever closer to Zynga levels of transparently formulaic cash-grabbing, although it is. And it's not even because I prefer not to have &lt;a href="http://www.gamerswithjobs.com/node/108275"&gt;racist, sexist, homophobic horseshit&lt;/a&gt; screamed in my ear by mouth-breathing dudebro imbeciles, although that's a factor too.&lt;br /&gt;&lt;br /&gt;No, I'll never buy a &lt;i&gt;Call of Duty&lt;/i&gt; title for the same reason I'll never buy a &lt;i&gt;Saw&lt;/i&gt; movie on DVD: it's death-porn.&lt;br /&gt;&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://1.bp.blogspot.com/-g8MWll3s-Fo/ThM5TVv3AiI/AAAAAAAAAJ0/UNcYzYJ5Vec/s1600/clarke.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="265" src="http://1.bp.blogspot.com/-g8MWll3s-Fo/ThM5TVv3AiI/AAAAAAAAAJ0/UNcYzYJ5Vec/s400/clarke.jpg" width="400" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;It's not that I won't play a &lt;i&gt;Call of Duty&lt;/i&gt; game, of course. I like to play a military shooter every once in a while, just like I like to check out a grisly horror flick every once in a while. It's fun to see where the genre is going. I just don't want to &lt;i&gt;own&lt;/i&gt; those titles. I can't shake the feeling that would implicate me somehow.&lt;br /&gt;&lt;br /&gt;The graphic violence, per se, doesn't bother me. I love &lt;i&gt;Mortal Kombat&lt;/i&gt;, after all, and that franchise stakes its reputation on its glorification of human butchery. But unlike &lt;i&gt;Mortal Kombat&lt;/i&gt; or any number of other ultraviolent titles—&lt;i&gt;Borderlands&lt;/i&gt;, &lt;i&gt;Grand Theft Auto&lt;/i&gt;, &lt;i&gt;Left 4 Dead&lt;/i&gt;—the &lt;i&gt;Call of Duty&lt;/i&gt; games seem to take themselves way too seriously. Even the &lt;i&gt;Battlefield: Bad Company&lt;/i&gt; games lighten their tone with humor. (For the record, I don't count &lt;i&gt;Black Ops&lt;/i&gt;' intentionally absurd Zombie mode, where JFK teams up with Nixon, Kissinger &amp;amp; Castro to fend off the undead; I'm talking about the campaign alone.)&lt;br /&gt;&lt;br /&gt;Instead, I think it's the peculiar fetishizing of gruesome acts of violence that gets under my skin. Take the picture above. After battling across a rooftop level to save this guy, you watch him get shot through the head—in slow motion, naturally, with copious sprays of brain matter erupting from the wound in minute detail—just as you're about to save him from falling. You let the body (this is a &lt;i&gt;body&lt;/i&gt; now, not a &lt;i&gt;person&lt;/i&gt; like it was seconds ago, but the game makes no attempt to explore that terrifying concept) drop. It caroms off a neon sign, a lump of flesh and bone, literal dead weight. One cannot help but imagine ~90% of &lt;i&gt;Black Ops&lt;/i&gt; players responding to this moment with a heartfelt "oh, sick, bro!"&lt;br /&gt;&lt;br /&gt;In context, it makes sense that a hardened military operative like your avatar wouldn't pause in the middle of a firefight to ponder the existential meaning of life's precariousness. But &lt;i&gt;Black Ops&lt;/i&gt; shows this event, and other similarly bloody acts, in such precise detail, in such high-definition scripted precision, that it's clear the game wants you to pay very close attention. The problem I have is that it doesn't ask you to do anything beyond that.&lt;br /&gt;&lt;br /&gt;Consider the "rat tunnel" sequence in one of the Vietnam levels. Progressing through Viet Cong tunnels on your way to your next objective, you are limited to a flashlight and a .44 "hand cannon" revolver. Naturally, there are VC down here to kill. Except when you shoot them, they don't enact the typical death animations. Instead you get gratuitous displays of dismemberment like this:&lt;br /&gt;&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://2.bp.blogspot.com/-EQf0BZgl31I/ThNBufDTIVI/AAAAAAAAAJ4/0RfFbiAieII/s1600/tunnel.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="265" src="http://2.bp.blogspot.com/-EQf0BZgl31I/ThNBufDTIVI/AAAAAAAAAJ4/0RfFbiAieII/s400/tunnel.jpg" width="400" /&gt;&lt;/a&gt;&lt;/div&gt;&amp;nbsp;&lt;br /&gt;Dismembered VC, unlike other enemies you shoot, moan and writhe for a few seconds after being shot, drawing attention to their suffering. As far as I could tell, every kill shot takes off a limb, regardless of where you're aiming. And yet, there's no narrative reason for the carnage (like in &lt;i&gt;Dead Space&lt;/i&gt; or &lt;i&gt;The Darkness&lt;/i&gt;). Not that I'd expect this, but there's no attempt to make you consider the ethical or psychological ramifications of your actions; at least that might have given a hint of depth to the grim proceedings. In my playthrough, I never encountered the limb-severing .44 pistol again, making it seems as if the weapon was specifically designed for this sequence. It's like a sex toy, meant for one purpose. The weapon, the amputation, the screaming: Altogether, it's as if the player is supposed to get off on the suffering and gruesomeness of this scene. &lt;br /&gt;&lt;br /&gt;Movies like &lt;i&gt;Saw&lt;/i&gt; and &lt;i&gt;Hostel&lt;/i&gt; provoke the same reaction; the gore is fuel for the revenge fantasy. Perhaps in the Vietnam sequence the developers are trading on deep-seated American resentment about our dubious engagement in that country, allowing players to enact some measure of payback for our real-life perception of failure. By, you know, dismembering some virtual VC. If so, that's pretty fucking cynical and disrespectful (and aimed at the wrong generation). But I suspect that's reading a little too far into it. &lt;br /&gt;&lt;br /&gt;It's the particular focus of these types of sequences that makes me think of them as fetishistic. There are several, and they all take place in close-up and/or slow motion. At one point, you have to swim underwater until you reach a VC patrol boat, yank a guard over the side, and stab him in the neck, keeping him from crying out by holding him under the surface. The careful attention that was clearly paid to ensuring the resultant cloud of blood disperses realistically underwater is far more unsettling than the blood itself. There's an intensity to the display that lacks any meaning other than titillation. This scene in particular has more in common with &lt;i&gt;The Human Centipede&lt;/i&gt; than with &lt;i&gt;Full Metal Jacket&lt;/i&gt;. Which is a shame, since the latter film used gruesome violence and bodily injury to say some very powerful and complex things. And the former was, well, &lt;i&gt;The Human Centipede&lt;/i&gt;.&lt;br /&gt;&lt;br /&gt;Verisimilitude, where videogame violence is concerned, is not necessarily a desirable goal. Create a photorealistic world and photorealistic animations, and your mandate then becomes to establish a degree of emotional verisimilitude as well; otherwise the experience is at risk of treading into Michael Bay or Eli Roth territory. The reality is that even for the most hardened veterans, witnessing and causing death are enormously traumatic events whose effects linger for decades, despite the protections of comprehensive training and psychological conditioning. Along with the troops who endure such horrific scenes themselves, I have deep respect for those who provide counseling services to soldiers. That shit will fuck you up. And if it doesn't, something ain't right.&lt;br /&gt;&lt;br /&gt;To everyone but a psychopath the act of intentionally causing another person's death is, or should be, troubling at the bare minimum. Yet games like &lt;i&gt;Black Ops&lt;/i&gt; continually ask us to behave like psychopaths without any consideration of how doing so implicates us in self-destructive, reductionist attitudes toward actual war. Their visual fidelity is precisely why they should be used not as arcade shooting galleries, which they are at bottom, but as simulators that allow players to experience the incredibly complex and disturbing aspects of combat.&lt;br /&gt;&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://2.bp.blogspot.com/-J_GiwKO60RY/ThNRh6HUBqI/AAAAAAAAAJ8/5k5IPMqpTOk/s1600/choke.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="265" src="http://2.bp.blogspot.com/-J_GiwKO60RY/ThNRh6HUBqI/AAAAAAAAAJ8/5k5IPMqpTOk/s400/choke.jpg" width="400" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;In &lt;i&gt;Black Ops&lt;/i&gt;' very last scene, SPOILERS, you finally catch up with the Big Bad Russian Guy after enduring a &lt;i&gt;Fight Club&lt;/i&gt; twist you saw coming hours ago. You subdue him, pinning him to a catwalk submerged in water. The game then tells you to push in the analog sticks repeatedly to choke him to death. Here is the revenge fantasy come to fruition: Instead of concluding with a non-interactive cutscene in which you put a bullet in his head once and for all, you need to commit the deed yourself. You are given control of this oddly intimate act of violence. There are no blades, no guns, just your hands around his throat, pure human force. It's the most personal moment in the game, and it's as anticlimactic and emotionally empty as you'd expect. But I doubt that's because Treyarch is making a statement about the emptiness of revenge. Instead, I think it's emotionally empty in the way porn is emotionally empty: It's supposed to be.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/2121546376350658477-6644684279565055784?l=infinitelag.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://infinitelag.blogspot.com/feeds/6644684279565055784/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://infinitelag.blogspot.com/2011/07/death-fetish.html#comment-form' title='6 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/2121546376350658477/posts/default/6644684279565055784'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/2121546376350658477/posts/default/6644684279565055784'/><link rel='alternate' type='text/html' href='http://infinitelag.blogspot.com/2011/07/death-fetish.html' title='The Death Fetish'/><author><name>J.P. Grant</name><uri>http://www.blogger.com/profile/10359445806017817088</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://3.bp.blogspot.com/_AMFXeEK5E28/S8NpJUygTZI/AAAAAAAAAAY/w7_Fo8G6uMM/S220/n835749094_714454_8272.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://1.bp.blogspot.com/-g8MWll3s-Fo/ThM5TVv3AiI/AAAAAAAAAJ0/UNcYzYJ5Vec/s72-c/clarke.jpg' height='72' width='72'/><thr:total>6</thr:total></entry><entry><id>tag:blogger.com,1999:blog-2121546376350658477.post-9183759716905687804</id><published>2011-06-21T15:00:00.008-04:00</published><updated>2011-06-21T15:13:24.504-04:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Red Faction: Guerrilla'/><category scheme='http://www.blogger.com/atom/ns#' term='Diablo'/><category scheme='http://www.blogger.com/atom/ns#' term='Torchlight'/><category scheme='http://www.blogger.com/atom/ns#' term='Borderlands'/><category scheme='http://www.blogger.com/atom/ns#' term='L.A. Noire'/><category scheme='http://www.blogger.com/atom/ns#' term='Titan Quest'/><category scheme='http://www.blogger.com/atom/ns#' term='Alan Wake'/><title type='text'>Gimme the Loot</title><content type='html'>&lt;table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"&gt;&lt;tbody&gt;&lt;tr&gt;&lt;td style="text-align: center;"&gt;&lt;a href="http://4.bp.blogspot.com/-LPecOGoU7gg/TgDFug-34wI/AAAAAAAAAJo/iu1VUPtZlaA/s1600/biggie.gif" imageanchor="1" style="margin-left: auto; margin-right: auto;"&gt;&lt;img border="0" height="400" src="http://4.bp.blogspot.com/-LPecOGoU7gg/TgDFug-34wI/AAAAAAAAAJo/iu1VUPtZlaA/s400/biggie.gif" width="291" /&gt;&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td class="tr-caption" style="text-align: center;"&gt;&lt;i&gt;&lt;span style="font-size: x-small;"&gt;Lock thine windows, close thine doors.&lt;/span&gt;&lt;/i&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&lt;br /&gt;I think it's high time we retire the term "loot whore." The concept is innocent enough, I suppose: A player who can't get enough of the in-game acquisition of progressively more powerful and valuable equipment. The kind of player for whom every new dungeon-crawler becomes a compulsory purchase, for whom the thrill of leveling up is secondary only to the thrill of acquiring more and better gear. The kind of player, um, hooked by click-fests like &lt;i&gt;Titan Quest&lt;/i&gt;, &lt;i&gt;Torchlight&lt;/i&gt;, and their forerunner&lt;i&gt; Diablo&lt;/i&gt;. The label "loot whore" is worn by some as a badge of pride, by some as a badge of shame, by some as both, but the meaning is clear: This is a player who loves killing monsters and grabbing the shit they drop.&lt;br /&gt;&lt;br /&gt;Of course, any time you add the word "whore" to a phrase, you open up a host of weird implications. Does a being a loot whore involve "selling yourself" in some way? Does it imply having resigned yourself to habitual abuse, addiction, or degradation? Does the game become your pimp, your provider and abuser, your drip-feed of pleasure and punishment? Or is it, like most terms invented by and for gamers, just kinda stupid?&lt;br /&gt;&lt;br /&gt;As it happens, &lt;i&gt;Titan Quest&lt;/i&gt; was a favorite. I loved the setting and the art, the fast pace of combat, the relentless focus on finding new and improved gear. There was something almost shamefully compelling about progressing from one area to the next, holding out hope for a matching set of rare armor. It's the same feeling that more recent titles like &lt;i&gt;Borderlands&lt;/i&gt; and &lt;i&gt;Torchlight&lt;/i&gt; (and, presumably, the upcoming &lt;i&gt;Diablo III&lt;/i&gt;) try to capture. If you could just find that Archmage's Mantle, you'd gain all the bonuses of the full set. You'd be unstoppable. You could stop searching for new stuff and focus on kicking ass.&lt;br /&gt;&lt;br /&gt;Of course, there is no stopping the search in games like &lt;i&gt;Titan Quest&lt;/i&gt;. The search &lt;i&gt;is&lt;/i&gt; the game. Inevitably there is a more powerful weapon, a stronger shield, a more potent rune to discover. Inventory space is limited—slotting all your crap into the allotted space even becomes a sort of puzzle mini-game in &lt;i&gt;Titan Quest&lt;/i&gt;—so you're forced to sell or discard items as you progress; there's little room for sentimentality. That's not much of an issue, though, since whatever loose plot or quest structure exists in the game is secondary to the allure of grabbing new stuff. Only those players with inhuman levels of patience and thoroughness, the obsessive collectors and explorers, will ever feel remotely close to satisfied. If they do their job well, designers will keep you right in that sweet spot between satisfaction with your current gear and lust for shiny new gear.&lt;br /&gt;&lt;br /&gt;&lt;table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"&gt;&lt;tbody&gt;&lt;tr&gt;&lt;td style="text-align: center;"&gt;&lt;a href="http://1.bp.blogspot.com/-c9J45z8-zUE/TgDXHYet1CI/AAAAAAAAAJs/klM6YZGe-_E/s1600/fontsom4.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"&gt;&lt;img border="0" height="386" src="http://1.bp.blogspot.com/-c9J45z8-zUE/TgDXHYet1CI/AAAAAAAAAJs/klM6YZGe-_E/s400/fontsom4.jpg" width="400" /&gt;&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td class="tr-caption" style="text-align: center;"&gt;&lt;span style="font-size: x-small;"&gt;Titan Quest&lt;i&gt;'s inventory screen, a game in itself.&lt;/i&gt;&lt;/span&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&lt;br /&gt;I've been thinking about acquisition lately, about the idea of collecting stuff. Maybe it's just because I'm getting &lt;strike&gt;older&lt;/strike&gt; more experienced or have less time, but my patience for loot-grabs has worn thin. While I like &lt;i&gt;Torchlight&lt;/i&gt;—it's cute, it's easy to learn, it hits all the right genre notes—I just can't bring myself to finish it. I'm not invested in boosting my stats with specialized gear or delving into sidequest dungeons in search of new trinkets. None of it seems to &lt;i&gt;matter&lt;/i&gt;.&lt;br /&gt;&lt;br /&gt;And that's in a game that's explicitly focused on collection, where new gear actually has a tangible, if often modest, impact on gameplay. The fact that collectibles are increasingly being shoehorned into games like &lt;i&gt;Alan Wake&lt;/i&gt; and &lt;i&gt;L.A. Noire&lt;/i&gt;, where they clearly make no narrative or environmental sense and offer no reward aside from the Pavlovian bloop of the Achievement, has soured me on the entire endeavor of acquisition. Funny that it took collectibles as transparently silly as coffee thermoses to illuminate just how wasteful the practice of obsessing over loot can be. Is the never-ending quest for better armor in &lt;i&gt;Titan Quest&lt;/i&gt; substantially different from the Herculean challenge of smashing every EDF crate in &lt;i&gt;Red Faction: Guerrilla&lt;/i&gt;? Do slightly improved stats justify the hours spent? What does it say about me as a player if I think they do—or if I just enjoy mindlessly collecting stuff?&lt;br /&gt;&lt;br /&gt;The problem with an acquisition-obsessed culture like our own is that it obscures notions of value. The ability to amass a collection of stuff is in itself perceived as a virtue, without much thought as to the meaning(s) being conveyed—either by the stuff being collected or by the act of collection itself. &lt;br /&gt;&lt;br /&gt;Increasingly, I'm finding that what I find valuable in games is not the massive amount of stuff to collect or tasks to complete or square mileage to explore, but the ability of the experience to &lt;a href="http://infinitelag.blogspot.com/2011/01/goty-reason-7-embracing-ambiguity.html"&gt;make me think&lt;/a&gt;. Vague notions of "choice," "openness," and "variety" are often touted as indicators of value; in this sense many games become digital theme parks, playgrounds crammed full of Things To Do/See/Get. &lt;a href="http://infinitelag.blogspot.com/2011/01/cleared-for-takeoff.html"&gt;That can be fun, sure&lt;/a&gt;. But it's probably not a sustainable design ethic in the long run.&lt;br /&gt;&lt;br /&gt;&lt;table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"&gt;&lt;tbody&gt;&lt;tr&gt;&lt;td style="text-align: center;"&gt;&lt;a href="http://1.bp.blogspot.com/-jt8I-_FAJ-I/TgDj8I5nvvI/AAAAAAAAAJw/4UjYrM98nbA/s1600/torchlight116.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"&gt;&lt;img border="0" height="320" src="http://1.bp.blogspot.com/-jt8I-_FAJ-I/TgDj8I5nvvI/AAAAAAAAAJw/4UjYrM98nbA/s400/torchlight116.jpg" width="400" /&gt;&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td class="tr-caption" style="text-align: center;"&gt;&lt;span style="font-size: x-small;"&gt;Torchlight&lt;/span&gt;&lt;i&gt;&lt;span style="font-size: x-small;"&gt;'s inventory screen. Now with more pets!&lt;/span&gt;&lt;/i&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&lt;br /&gt;The ultimate irony here is that even as I tire of collecting things in games, I'm not tiring of collecting games themselves. I find myself tracking price drops and weekend sales on at least three different sites. I ask friends on forums for recommendations. I sign up for email alerts from publishers and retailers. I trawl the AppStore on my iPad for the latest free time-wasters, games I'm certain I will only play once, if at all. The hunt for cheap or free new games to add to my increasingly untenable collection is often more engaging than the games themselves. I'm running out of room on my shelves, both physical and digital, yet I still feel compelled to seek out new prey. The search is the game. And I'm not sure how comfortable I am with that.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/2121546376350658477-9183759716905687804?l=infinitelag.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://infinitelag.blogspot.com/feeds/9183759716905687804/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://infinitelag.blogspot.com/2011/06/gimme-loot.html#comment-form' title='3 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/2121546376350658477/posts/default/9183759716905687804'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/2121546376350658477/posts/default/9183759716905687804'/><link rel='alternate' type='text/html' href='http://infinitelag.blogspot.com/2011/06/gimme-loot.html' title='Gimme the Loot'/><author><name>J.P. Grant</name><uri>http://www.blogger.com/profile/10359445806017817088</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://3.bp.blogspot.com/_AMFXeEK5E28/S8NpJUygTZI/AAAAAAAAAAY/w7_Fo8G6uMM/S220/n835749094_714454_8272.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://4.bp.blogspot.com/-LPecOGoU7gg/TgDFug-34wI/AAAAAAAAAJo/iu1VUPtZlaA/s72-c/biggie.gif' height='72' width='72'/><thr:total>3</thr:total></entry><entry><id>tag:blogger.com,1999:blog-2121546376350658477.post-2145846078828403466</id><published>2011-06-01T14:15:00.001-04:00</published><updated>2011-06-01T14:15:01.025-04:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Limbo'/><category scheme='http://www.blogger.com/atom/ns#' term='Sworcery'/><category scheme='http://www.blogger.com/atom/ns#' term='Braid'/><title type='text'>The Theater Kids</title><content type='html'>&lt;table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"&gt;&lt;tbody&gt;&lt;tr&gt;&lt;td style="text-align: center;"&gt;&lt;a href="http://1.bp.blogspot.com/-QPRqd5G6d_U/TeZKocyzz6I/AAAAAAAAAJc/E1hFgFe8K_w/s1600/sword-sworcery-59.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"&gt;&lt;img border="0" height="299" src="http://1.bp.blogspot.com/-QPRqd5G6d_U/TeZKocyzz6I/AAAAAAAAAJc/E1hFgFe8K_w/s400/sword-sworcery-59.jpg" width="400" /&gt;&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td class="tr-caption" style="text-align: center;"&gt;&lt;i&gt;Yeah, that pretty much covers it.&lt;/i&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&lt;br /&gt;There's a certain detached resentment that years of playing in pit orchestras breeds. No one's bringing you roses, and the only applause you can expect is the courtesy round when the cast deigns to wave at the conductor after taking their third or fourth bows. Without the backbone of your music, your rhythm, the people prancing about on stage would look pretty ridiculous indeed. But that doesn't matter. The Theater Kids, the ones who live for the show,  the ones on stage, the ones who are on stage even when they're not on stage, this is their moment. You consign yourself to being an afterthought. But still you wait breathlessly for the invite to the cast party. If anyone remembers your name.&lt;br /&gt;&lt;br /&gt;By the time I got to college I was done playing in orchestras, but because of the interdisciplinary humanities program I was enrolled in, I still had occasion to interact with plenty of Theater Kids. They were a different species than those I encountered in high school. Very few were proto-divas in the way they were back home, where the peculiar ennui of the small-city suburbs fertilized delusions of grandeur. They were not the obnoxiously ebullient children I'd encountered for years. No, these were a different lot. They wore scarves in the summer and hung out at the coffee shops across town, not the usual haunts closer to campus where the plebeians went. They smoked cloves. They had studied art history, knew about rhetoric and post-modernism, could rattle off the names of texts by German philosophers. They had been to Europe. They loved to talk. They touched your arm when making a point. And they were free, my God, they were so free, unencumbered by the strictures of conventional morality, canon, sexuality, social interaction. They were forever new, forever wild. They were bewitching.&lt;br /&gt;&lt;br /&gt;Of course, they were illusions. &lt;br /&gt;&lt;br /&gt;The more I interacted with the Theater Kids the more I grew to dread being compelled to spend time with them: in the dorms, at friends' parties, at humanities events, and especially in classes. Nearly every encounter was a one-sided trip into Too Much Information territory. The number of ways in which they were able to relate, say, Edmund Spencer's poetry or Native American creation myths to their own sexual or spiritual awakenings was astounding. Especially since these revelations were always conducted in cosmically inappropriate public forums, like 8:15 AM Intro to Renaissance Lit sessions. In their every behavioral tic there was an element of performance, a calculated attempt to concentrate attention on the performer. Everything was hyperbolically "meaningful." Conversations were full of words like "aesthetics" and "deconstruct"—words strategically deployed to encourage the appearance of intelligence—while utterly devoid of questions for the other participant. Unless, of course, that other participant was an authority figure who could somehow benefit them or a fellow Theater Kid, who would make a complementary show of genuine connection and understanding. In retrospect, I shouldn't be surprised I grew apprehensive about hanging out with 19-year-olds in berets who never shut up about their "craft."&lt;br /&gt;&lt;br /&gt;The most heartbreaking thing about Theater Kids for me was that I really &lt;i&gt;wanted&lt;/i&gt; to like them. I wanted to surround myself with people who could help me grow, who would help me understand new perspectives, who were different from the dopes I was used to back home. But too often, there just wasn't anything there besides compulsive self-promotion. Everything was indeed "meaningful," but only inasmuch as it related to them. They were, in short, the perfect target market for social media.&lt;br /&gt;&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://4.bp.blogspot.com/-nGV1H0jorD8/TeZuPkTgt7I/AAAAAAAAAJk/wjGzMy3dP9M/s1600/braid_world_2a.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="225" src="http://4.bp.blogspot.com/-nGV1H0jorD8/TeZuPkTgt7I/AAAAAAAAAJk/wjGzMy3dP9M/s400/braid_world_2a.jpg" width="400" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;Nothing has taken me back to the feeling I used to get around Theater Kids as much as three games I've played recently: &lt;i&gt;Braid&lt;/i&gt;, &lt;i&gt;Limbo&lt;/i&gt;, and &lt;i&gt;Superbrothers: Sword &amp;amp; Sworcery EP&lt;/i&gt;. I really wanted to like all three, but I can't help feeling they're really just Theater Kids—long on style, short on substance.&lt;br /&gt;&lt;br /&gt;&lt;i&gt;Braid&lt;/i&gt; is the game I liked least, and consequently the one I've spent the least time with. Picked it up for a few bucks on a recent Steam sale, and put it away after maybe an hour. I get what it's doing, believe me. It was all the gushing essays about it that made me feel like it was a must-play to begin with. I get the point about reversing time, trying to fix your mistakes, the futility of trying to erase regret. The time-reversal mechanic is an elegant way to convey that theme. I can dig that. But perhaps it's the fact that I played it three years after it first set the world on fire, but as a game, it's just not grabbing me. I could have gotten that theme just by reading about it; in this case, the play experience has added little to my understanding or appreciation of the theme. The essays on &lt;i&gt;Braid&lt;/i&gt;, in my view, are infinitely more interesting than the game itself, which from what I experienced is largely jumping backwards on meatballs' heads and collecting jigsaw pieces and reading cryptic poetry. The art style is pretty, no doubt, but damned if this game doesn't ooze with "look at me!" sentiment, from the purple prose of the on-screen text to the assumption that I give a crap about Young Angus Young or what assembling his jigsaw puzzle might reveal. It's as if the game is screaming "I AM MEANINGFUL!" at you. It's interesting to contrast &lt;i&gt;Braid&lt;/i&gt; with &lt;i&gt;ilomilo&lt;/i&gt;, since both are gorgeously-stylized brain-twisters, but evoke very different reactions.&lt;br /&gt;&lt;br /&gt;My feelings about &lt;i&gt;Limbo&lt;/i&gt; are a little more complex. While I wouldn't ascribe the same flamboyant egotism to &lt;i&gt;Limbo&lt;/i&gt; as I do to &lt;i&gt;Braid&lt;/i&gt;, I agree with &lt;a href="http://insultswordfighting.blogspot.com/2010/08/limboned.html"&gt;Mitch Krpata&lt;/a&gt; that it is conspicuous in drawing attention to itself. Mitch describes the game as "smoke and mirrors," dissecting the ways its changing rules are more "artifice" than "truth." I tend to agree; while &lt;i&gt;Limbo&lt;/i&gt;'s utter lack of instruction to the player is unique in this era of hand-holding, the whole affair smacks a bit of &lt;i&gt;Dragon's Lair&lt;/i&gt; to me. That game, you may recall, was also famous for causing frequent death. Failure is the only instructional tool at the developer's command. That gets old quickly, especially given that for a game that requires precision, &lt;i&gt;Limbo&lt;/i&gt;'s controls are awfully sluggish. But more damning to me are the game's pretensions at meaning. It wants us to ask all these heavy questions—Who is this boy and what is this nightmare world? Why are these creatures and other kids out to get him? What about all the dead children's bodies? Are we in Purgatory, as the title suggests? But in reverting to buzzsaws and electrified walkways and rising-water puzzles, &lt;i&gt;Limbo&lt;/i&gt; steps on its own foot. The questions become secondary to just figuring out how the game is screwing with you in this next puzzle. As Mitch said, it doesn't give us more than a hint of what's really interesting, electing instead to throw a whole lot more familiar junk at us and trust that we'll confuse hints of meaning for actual meaning. If that's not a prime Theater Kid trait, I don't know what is.&lt;br /&gt;&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://4.bp.blogspot.com/-gPTQTPZoIl8/TeZc6nqLUAI/AAAAAAAAAJg/o9OZYtKrg5w/s1600/Limbo-screencap.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="225" src="http://4.bp.blogspot.com/-gPTQTPZoIl8/TeZc6nqLUAI/AAAAAAAAAJg/o9OZYtKrg5w/s400/Limbo-screencap.jpg" width="400" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;But the biggest disappointment of this group for me is clearly &lt;i&gt;Sworcery&lt;/i&gt;, which I refuse to call by its absurd full title any longer. I had read so many fascinating things from &lt;a href="http://www.gamermelodico.com/2011/05/sword-and-sworcery-ep-audience.html"&gt;pals&lt;/a&gt; I &lt;a href="http://www.gamerswithjobs.com/node/108045"&gt;respect&lt;/a&gt; that this was the first app I bought when I recently acquired an iPad. My &lt;i&gt;Kill Screen&lt;/i&gt; colleague &lt;a href="http://killscreendaily.com/articles/reviews/review-superbrothers-sword-sworcery-ep"&gt;Rob Dubbin's review&lt;/a&gt; was so brilliantly written that I was immediately sold.&lt;br /&gt;&lt;br /&gt;To be sure, &lt;i&gt;Sworcery&lt;/i&gt; is pretty. The music and sound, in particular, live up to the hype. The ascending whole-step riff that plays when you lift a Sprite up to the sky? Simple, subtle, and gorgeous. The ambient sound (e.g. the rustling of bushes) is wonderfully atmospheric. Despite the pixel-art style, which I think is starting to get kinda played out, you can't fault &lt;i&gt;Sworcery&lt;/i&gt; on presentation. It doesn't hurt that it features one of the most natural-feeling implementations of touch controls I've yet seen.&lt;br /&gt;&lt;br /&gt;By my goodness, is there a &lt;i&gt;game&lt;/i&gt; there?&lt;br /&gt;&lt;br /&gt;Its creators describe &lt;i&gt;Sworcery&lt;/i&gt; as "an unusual genre-bending effort with an emphasis on sound, music &amp;amp; audiovisual style that has been positioned as 'a brave experiment in Input Output Cinema.'" That, right there, is the perfect encapsulation of what makes &lt;i&gt;Sworcery &lt;/i&gt;a Theater Kid. That description sounds really fascinating and deep at first glance, but upon closer examination reveals itself to be only somewhat comprehensible. Look, I get that they're being somewhat satirical here. I get the laid-back attitude conceit. I love the idea of experimentation, of playing with genre and expectations. The surrounding trappings are just irritating as hell.&lt;br /&gt;&lt;br /&gt;A few elements in particular turn me off in this regard. The first is the incessant prompts to Tweet things, which I suppose is a cool guerrilla marketing technique for an indie developer and which was obviously very successful. But it also reflects the constant need for attention—the figurative "shouting into a room"—that is endemic to both the medium of Twitter and to Theater Kids. Things are being said, but that they &lt;i&gt;are &lt;/i&gt;being said &lt;i&gt;by the person who's saying them&lt;/i&gt; is more important than &lt;i&gt;what &lt;/i&gt;is being said.&lt;br /&gt;&lt;br /&gt;The other element I can't get past is the slacker-speak of the narration. Again, I get that it's a stylistic choice and through its contrast with the conventions of the fantasy adventure genre, calls attention to the experimental nature of the game. But I find it grating for that very reason. The presentation can speak for itself. You don't need to bludgeon us with hipness. Twitter gives us enough of that crap already. I close out of my play sessions feeling like an uptight nerd who's just left a gathering of cool kids who barely acknowledged him. &lt;br /&gt;&lt;br /&gt;&lt;i&gt;Sworcery&lt;/i&gt; feels to me like it is working really hard—and is obviously fairly successful in doing so—to concentrate attention on itself as a performance, if that makes any sense. Chapters close with a cigar-smoking narrator talking at you from a stage, with a curtain backdrop and everything. The spinning record is a constant motif, an image of musical performance. To me, &lt;i&gt;Sworcery&lt;/i&gt; wants to be more performance art than game. That's fine; the game even explicitly warns us of that in its description of itself. But it's the peculiarly calculating nature of its execution that gives it that uncomfortable Theater Kid feeling.&lt;br /&gt;&lt;br /&gt;Look, I don't mean to sound overly negative here. There are terrific, worthwhile elements to all three of these games, just as I'm sure many of those Theater Kids grew into terrific, worthwhile human beings (or, you know, were all along). But I've always found the things that were most meaningful in my life never made a show of being meaningful. They didn't need the applause. They just quietly earned it.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/2121546376350658477-2145846078828403466?l=infinitelag.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://infinitelag.blogspot.com/feeds/2145846078828403466/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://infinitelag.blogspot.com/2011/06/theater-kids.html#comment-form' title='8 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/2121546376350658477/posts/default/2145846078828403466'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/2121546376350658477/posts/default/2145846078828403466'/><link rel='alternate' type='text/html' href='http://infinitelag.blogspot.com/2011/06/theater-kids.html' title='The Theater Kids'/><author><name>J.P. Grant</name><uri>http://www.blogger.com/profile/10359445806017817088</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://3.bp.blogspot.com/_AMFXeEK5E28/S8NpJUygTZI/AAAAAAAAAAY/w7_Fo8G6uMM/S220/n835749094_714454_8272.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://1.bp.blogspot.com/-QPRqd5G6d_U/TeZKocyzz6I/AAAAAAAAAJc/E1hFgFe8K_w/s72-c/sword-sworcery-59.jpg' height='72' width='72'/><thr:total>8</thr:total></entry><entry><id>tag:blogger.com,1999:blog-2121546376350658477.post-3288853632112602617</id><published>2011-04-28T14:30:00.001-04:00</published><updated>2011-04-28T14:43:20.032-04:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Star Trek'/><title type='text'>Keep on Trekkin'</title><content type='html'>&lt;table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"&gt;&lt;tbody&gt;&lt;tr&gt;&lt;td style="text-align: center;"&gt;&lt;img border="0" height="305" src="http://1.bp.blogspot.com/-r56LOVWu_CY/TblryuDjsxI/AAAAAAAAAJQ/r2lXOJbVjXE/s400/tumblr_kt2igyGnZO1qzpwi0o1_500.jpg" style="margin-left: auto; margin-right: auto;" width="400" /&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td class="tr-caption" style="text-align: center;"&gt;&lt;i&gt;Okay, full disclosure: I'm writing this post mostly to have an excuse to share this image. &lt;/i&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&lt;br /&gt;It doesn't take much to get me to extol the virtues of &lt;i&gt;Star Trek&lt;/i&gt;, as &lt;a href="http://www.kirkhamilton.com/"&gt;certain people named after certain starship captains&lt;/a&gt; can attest. Buy me a couple &lt;a href="http://www.bearrepublic.com/ourbeers.php"&gt;Racer 5's&lt;/a&gt; and I'll happily expound upon the psychologically symbolic triumvirate of Kirk, Spock and Bones, or describe in minute detail my childhood epiphany at Sir Patrick Stewart's famous "&lt;a href="http://www.slate.com/id/2217905/"&gt;There are four lights!&lt;/a&gt;"&lt;br /&gt;&lt;br /&gt;I blame my father and syndication, in that order.&lt;br /&gt;&lt;br /&gt;It's worth noting that the only branches of the franchise I followed were the original series, &lt;i&gt;The Next Generation&lt;/i&gt;, and their associated movies. (I'm not sure if that makes me an elitist or a plebeian. Frankly, I don't want to even try to navigate the treacherous waters of &lt;i&gt;Star Trek&lt;/i&gt; fandom's politics.)&lt;br /&gt;&lt;br /&gt;The primary reason I never got into &lt;i&gt;Deep Space Nine&lt;/i&gt;, &lt;i&gt;Voyager&lt;/i&gt;, or &lt;i&gt;Enterprise&lt;/i&gt;, I think, is that the &lt;i&gt;Star Trek&lt;/i&gt; mythology was never remotely as interesting as the characters. And the performances of that original cast and the &lt;i&gt;Next Generation&lt;/i&gt; actors, in their earnestness, humor, and occasional subtlety, realized the sense of romance, adventure, and promise Gene Roddenberry's "Western in Space" premise afforded. Due respect to the spin-off series, but their lack of compelling characters and emphasis on mythology left me cold. &lt;i&gt;Star Trek&lt;/i&gt; just wasn't &lt;i&gt;Star Trek&lt;/i&gt; without &lt;a href="http://images0.cpcache.com/product/190145130v5_480x480_Front.jpg"&gt;Kirk and Spock&lt;/a&gt; or &lt;a href="http://www.amamasrant.com/a_mamas_rant/WindowsLiveWriter/picard%20riker%202008.jpg"&gt;Picard and Riker&lt;/a&gt;.&lt;br /&gt;&lt;br /&gt;It's unfortunate that &lt;i&gt;Star Trek&lt;/i&gt; has had such similarly mixed success in videogames. I still think my favorite entry to date is the NES version of &lt;a href="http://en.wikipedia.org/wiki/Star_Trek:_25th_Anniversary_%28NES_game%29"&gt;&lt;i&gt;Star Trek: 25th Anniversary&lt;/i&gt;&lt;/a&gt;. An adventure game with light (and kind of odd) space combat, it featured a linear story with some neat illusions of choice. For away missions, you could choose two companions from your crew to accompany Captain Kirk. Spock and Bones were my defaults most of the time, but you would also need to take along specialists (a geologist to study rock formations, a &lt;a href="http://en.wikipedia.org/wiki/Redshirt_%28character%29"&gt;redshirt&lt;/a&gt; for extra firepower) to solve certain puzzles. Familiar faces like &lt;a href="http://memory-alpha.org/wiki/Harcourt_Mudd"&gt;Harry Mudd&lt;/a&gt; and settings like &lt;a href="http://memory-alpha.org/wiki/A_Piece_of_the_Action_%28episode%29"&gt;the 1920s Chicago planet&lt;/a&gt; even made appearances. The experience was very much like playing through an episode of the show, albeit with some fetch-and-assemble quests shoehorned in.&lt;br /&gt;&lt;br /&gt;&lt;table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"&gt;&lt;tbody&gt;&lt;tr&gt;&lt;td style="text-align: center;"&gt;&lt;a href="http://1.bp.blogspot.com/-x-d1oFbSi3Y/Tbl6nhAfx8I/AAAAAAAAAJU/72XMdUrCkGg/s1600/Star_Trek_25th_Anniversary_for_NES_screenshot.png" imageanchor="1" style="margin-left: auto; margin-right: auto;"&gt;&lt;img border="0" height="350" src="http://1.bp.blogspot.com/-x-d1oFbSi3Y/Tbl6nhAfx8I/AAAAAAAAAJU/72XMdUrCkGg/s400/Star_Trek_25th_Anniversary_for_NES_screenshot.png" width="400" /&gt;&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td class="tr-caption" style="text-align: center;"&gt;&lt;i&gt;Revealed a WHAT, Spock? Spit it out, you green-blooded Vulcan!&lt;/i&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&lt;br /&gt;The other &lt;i&gt;Star Trek&lt;/i&gt; game I have fond memories of is the &lt;i&gt;Next Generation&lt;/i&gt; title for the SNES, &lt;a href="http://en.wikipedia.org/wiki/Star_Trek:_The_Next_Generation:_Future%27s_Past"&gt;&lt;i&gt;Future's Past&lt;/i&gt;&lt;/a&gt;. The setup was similar to &lt;i&gt;25th Anniversary&lt;/i&gt;, but with more variety and some pseudo-open-endedness. Rotating through the bridge stations would allow you to warp to any location in the galaxy (although, to my knowledge, the only gameplay content was found on the story-related planets), browse dozens of entries in the library computer, or call a briefing in the conference room. You had many options for away team personnel and equipment, and the top-down space combat, viewed on Worf's tactical screen, was oddly satisfying—even if it was essentially flying in circles while spraying &amp;amp; praying. In retrospect, it probably wasn't that great of a game, but I enjoyed it nonetheless.&lt;br /&gt;&lt;br /&gt;The majority of the entries in the &lt;i&gt;Star Trek&lt;/i&gt; videogame roster are, from what I can discern, a distinctly mediocre lot. The best of the rest, in my experience, was &lt;a href="http://en.wikipedia.org/wiki/Star_Trek:_Voyager_%E2%80%93_Elite_Force"&gt;&lt;i&gt;Elite Force&lt;/i&gt;&lt;/a&gt;, a solid FPS with a good amount of variety in environments and some surprisingly interesting character development. Of the several &lt;i&gt;Star Trek&lt;/i&gt; RTS games released in the last two decades, the only one I tried was &lt;a href="http://en.wikipedia.org/wiki/Star_Trek:_New_Worlds"&gt;&lt;i&gt;New Worlds&lt;/i&gt;&lt;/a&gt;, which was decidedly clunky and largely incongruous with my experience of the franchise. &lt;a href="http://en.wikipedia.org/wiki/Star_Trek:_Shattered_Universe"&gt;&lt;i&gt;Shattered Universe&lt;/i&gt;&lt;/a&gt; on Xbox was abysmal, and the demo of &lt;i&gt;&lt;a href="http://en.wikipedia.org/wiki/Star_Trek:_Legacy"&gt;Legacy&lt;/a&gt; &lt;/i&gt;I downloaded or the 360 was nigh-unplayable. The incomprehensibly titled shoot-em-up &lt;a href="http://en.wikipedia.org/wiki/Star_Trek:_D-A-C"&gt;&lt;i&gt;Star Trek: D-A-C&lt;/i&gt;&lt;/a&gt;, a tie-in to the 2009 J.J. Abrams movie, was only tangentially related to the franchise and barely worth the half hour I sunk into its demo. Finally, although I don't play MMOs, I can say with some confidence that &lt;a href="http://en.wikipedia.org/wiki/Star_Trek_Online"&gt;&lt;i&gt;Star Trek Online&lt;/i&gt;&lt;/a&gt; has not exactly lit the galaxy on fire.&lt;br /&gt;&lt;br /&gt;And that makes perfect sense to me. Again: the characters, not the universe, are the draw. A &lt;a href="http://en.wikipedia.org/wiki/Star_Wars:_The_Old_Republic"&gt;&lt;i&gt;Star Wars&lt;/i&gt;&lt;/a&gt; MMO might stand a better chance of success, given the wide variety of powers and abilities for the player to draw upon. But the &lt;i&gt;Star Trek&lt;/i&gt; fiction doesn't really allow for much of that. And even if it did, there seems much less flexibility in the franchise canon for players to create their own stories. &lt;i&gt;Star Trek&lt;/i&gt; has always felt more stiff-collared than the wanton playground of the &lt;i&gt;Star Wars&lt;/i&gt; universe.&lt;br /&gt;&lt;br /&gt;&lt;table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"&gt;&lt;tbody&gt;&lt;tr&gt;&lt;td style="text-align: center;"&gt;&lt;a href="http://3.bp.blogspot.com/-WfQItyKLkwQ/TbmjdMveE5I/AAAAAAAAAJY/Gj7eYecLOk8/s1600/Sttngfp001.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"&gt;&lt;img border="0" height="361" src="http://3.bp.blogspot.com/-WfQItyKLkwQ/TbmjdMveE5I/AAAAAAAAAJY/Gj7eYecLOk8/s400/Sttngfp001.jpg" width="400" /&gt;&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td class="tr-caption" style="text-align: center;"&gt;&lt;i&gt;Computers? Worf got MAD computers in this bitch, son.&lt;/i&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&lt;br /&gt;It's a shame we haven't gotten stronger efforts lately in the &lt;i&gt;Star Trek&lt;/i&gt; game, um, space. In fact, I think now is an opportune time to reinvigorate the franchise in the adventure genre, for a number of reasons:&lt;br /&gt;&lt;ul&gt;&lt;li&gt;&lt;b&gt;Episodic game storytelling works.&lt;/b&gt; Telltale has proven again and again that it can be not only a viable business model, but also an engaging format. &lt;i&gt;Star Trek&lt;/i&gt; was at its best when it was episodic, letting the mythology serve as a backdrop for character development, not the other way around. Building a sprawling game world around its arcane lore seems backward to me.&lt;/li&gt;&lt;li&gt;&lt;b&gt;Optimism is welcome.&lt;/b&gt; One of my favorite things about Roddenberry's vision of the future is that we didn't fuck it up. Intelligence, innovation, and compassion won out, all but eliminating hunger, poverty, and intra-species war. How many games do you know that present the exact opposite outlook? Aren't we all a bit apocalypsed-out by now?&lt;/li&gt;&lt;li&gt;&lt;b&gt;The uncanny valley is narrowing.&lt;/b&gt; Advances in technology and designer skill have rewarded players with more photorealism than ever before. This is particularly useful in character-focused game narratives, which convey increasing levels of subtlety and nuance in performance. Imagine &lt;i&gt;L.A. Noire&lt;/i&gt;'s technology applied to a &lt;i&gt;Star Trek&lt;/i&gt; game. It'd really be something to see that paired with voice performances by the actors we know and love. (And not to be too morbid, but, uh, Shatner, Nimoy &amp;amp; Co. ain't getting any younger—so sooner would be better than later.)&lt;/li&gt;&lt;li&gt; &lt;b&gt;The adventure game is making a comeback.&lt;/b&gt; The buzz around &lt;i&gt;L.A. Noire&lt;/i&gt; is due in part, I think, to the experimentation of titles like &lt;i&gt;Heavy Rain&lt;/i&gt; and &lt;i&gt;Deadly Premonition&lt;/i&gt;, and perhaps even the retro appeal of indie gems like &lt;i&gt;Gemini Rue&lt;/i&gt;. There's a demand for this kind of game experience, which seems perfectly suited to &lt;i&gt;Star Trek&lt;/i&gt;'s strengths.&lt;/li&gt;&lt;li&gt;&lt;b&gt;Marketing opportunities abound.&lt;/b&gt; Naturally, Abrams will have a sequel in theatres soon enough, and an attractive young cast can't hurt any potential tie-in. But in the 45 (!!) years since it first debuted, &lt;i&gt;Star Trek&lt;/i&gt; has continually demonstrated its lasting appeal. There's a built-in fan base that will automatically snap up anything &lt;i&gt;Star Trek&lt;/i&gt;-related, sure. But I think the makers of &lt;i&gt;Star Trek Online&lt;/i&gt; may have counted a little too heavily on that. Again: characters. Telltale's &lt;i&gt;Back to the Future&lt;/i&gt; game would not have sold nearly as well had they not gotten Christopher Lloyd and a remarkably good Michael J. Fox impersonator to do the voice acting. Nobody gives a crap about &lt;i&gt;Ghostbusters: Sanctum of Slime&lt;/i&gt; not just because it's a dumb twin-stick shooter, but because it doesn't star the original Ghostbusters. Of course, getting some names attached is only the first step: Several of the mediocre &lt;i&gt;Star Trek&lt;/i&gt; games featured recognizable talent. But pairing that talent with the appropriate game format and some of the series' experienced writers could be a huge draw.&lt;/li&gt;&lt;/ul&gt;Obviously, it would take a massive amount of investment, coordination, and skill to pull off a satisfying &lt;i&gt;Star Trek&lt;/i&gt; adventure game. But as Spock might say, it's only logical.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/2121546376350658477-3288853632112602617?l=infinitelag.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://infinitelag.blogspot.com/feeds/3288853632112602617/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://infinitelag.blogspot.com/2011/04/keep-on-trekkin.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/2121546376350658477/posts/default/3288853632112602617'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/2121546376350658477/posts/default/3288853632112602617'/><link rel='alternate' type='text/html' href='http://infinitelag.blogspot.com/2011/04/keep-on-trekkin.html' title='Keep on Trekkin&apos;'/><author><name>J.P. Grant</name><uri>http://www.blogger.com/profile/10359445806017817088</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://3.bp.blogspot.com/_AMFXeEK5E28/S8NpJUygTZI/AAAAAAAAAAY/w7_Fo8G6uMM/S220/n835749094_714454_8272.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://1.bp.blogspot.com/-r56LOVWu_CY/TblryuDjsxI/AAAAAAAAAJQ/r2lXOJbVjXE/s72-c/tumblr_kt2igyGnZO1qzpwi0o1_500.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-2121546376350658477.post-3625702113646775380</id><published>2011-04-23T14:13:00.001-04:00</published><updated>2011-04-26T23:02:45.530-04:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='PAX'/><category scheme='http://www.blogger.com/atom/ns#' term='Mortal Kombat'/><category scheme='http://www.blogger.com/atom/ns#' term='Jurassic Park: The Game'/><category scheme='http://www.blogger.com/atom/ns#' term='Bastion'/><title type='text'>Downgrading the Forecast</title><content type='html'>&lt;table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"&gt;&lt;tbody&gt;&lt;tr&gt;&lt;td style="text-align: center;"&gt;&lt;a href="http://2.bp.blogspot.com/-5snzheTimK4/TbMNFdgBb9I/AAAAAAAAAJM/gZhXSMEt_b0/s1600/mk1-flyer01.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"&gt;&lt;img border="0" height="400" src="http://2.bp.blogspot.com/-5snzheTimK4/TbMNFdgBb9I/AAAAAAAAAJM/gZhXSMEt_b0/s400/mk1-flyer01.jpg" width="306" /&gt;&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td class="tr-caption" style="text-align: center;"&gt;&lt;i&gt;Story of my life.&lt;/i&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;Apologies for the absence of new material here lately, friends. I'm afraid the outlook for the next few months is equally grim, as a number of professional and personal commitments will prevent me from writing here very much. We may want to downgrade the posting forecast from "intermittent" to somewhere between "very light" and "nonexistent" for a while.&lt;br /&gt;&lt;br /&gt;In the meantime, I do hope you'll enjoy a few things I've been working on lately.&lt;br /&gt;&lt;br /&gt;1. At &lt;i&gt;Kill Screen&lt;/i&gt;, I participated in a &lt;a href="http://killscreendaily.com/articles/reviews/review-mortal-kombat"&gt;group review&lt;/a&gt; of the new &lt;i&gt;Mortal Kombat&lt;/i&gt; title. Well, kind of. We actually just reviewed some of the fatalities. But as the editor's note says, that's kind of the ideal way to get at the (violently extracted, still-beating) heart of a &lt;i&gt;Mortal Kombat &lt;/i&gt;game: Just go straight to the main attraction. This assignment was a lot of fun, and I'm currently loving getting my various body parts lacerated/severed/crushed/excised in the game itself. Quick impressions: The B-movie schlock of the Story mode is a hoot, which makes the terrible sound mixing all the more tragic. I can't even hear the backing music well enough to determine if it is, in fact, &lt;a href="http://infinitelag.blogspot.com/2010/08/vgbc-1-mortal-kombat.html"&gt;Nelson&lt;/a&gt;.&lt;br /&gt;&lt;br /&gt;2. The last of my PAX East coverage is finally up over at Gamer Melodico. Here's the full rundown:&lt;br /&gt;&lt;ul&gt;&lt;li&gt;A review of &lt;a href="http://www.gamermelodico.com/2011/03/i-want-to-believe-jane-mcgonigals-pax.html"&gt;Jane McGonigal's keynote speech&lt;/a&gt;.&lt;/li&gt;&lt;li&gt;&lt;a href="http://www.gamermelodico.com/2011/03/pax-east-2011-roundup-part-1.html"&gt;Part 1&lt;/a&gt; and &lt;a href="http://www.gamermelodico.com/2011/04/pax-east-2011-roundup-part-2.html"&gt;Part 2&lt;/a&gt; of our event roundup.&lt;/li&gt;&lt;li&gt;A &lt;a href="http://www.blogger.com/goog_1774340324"&gt;preview of upcoming XBLA title &lt;/a&gt;&lt;i&gt;&lt;a href="http://www.gamermelodico.com/2011/03/pax-east-2011-bastion-preview-interview.html"&gt;Bastion&lt;/a&gt;,&amp;nbsp;&lt;/i&gt;including an interview with the game's creative director.&lt;/li&gt;&lt;li&gt;A look at Telltale Games' &lt;i&gt;&lt;a href="http://www.gamermelodico.com/2011/04/pax-east-2011-jurassic-park-preview.html"&gt;Jurassic Park: The Game&lt;/a&gt;&lt;/i&gt;.&lt;/li&gt;&lt;/ul&gt;Against my better judgment, I also have at least &lt;s&gt;two&lt;/s&gt; one other article in the works for other outlets; I'll link here when I can. If I'm not too busy &lt;a href="http://www.youtube.com/watch?v=1C87MittYU0"&gt;getting my face eaten&lt;/a&gt;.&lt;br /&gt;&lt;br /&gt;UPDATE, 4/26: And the first is now live on Gamers With Jobs! &lt;a href="http://www.gamerswithjobs.com/node/108275"&gt;Read "Paging Dr. Schadenfreude" here&lt;/a&gt;.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/2121546376350658477-3625702113646775380?l=infinitelag.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://infinitelag.blogspot.com/feeds/3625702113646775380/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://infinitelag.blogspot.com/2011/04/downgrading-forecast.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/2121546376350658477/posts/default/3625702113646775380'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/2121546376350658477/posts/default/3625702113646775380'/><link rel='alternate' type='text/html' href='http://infinitelag.blogspot.com/2011/04/downgrading-forecast.html' title='Downgrading the Forecast'/><author><name>J.P. Grant</name><uri>http://www.blogger.com/profile/10359445806017817088</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://3.bp.blogspot.com/_AMFXeEK5E28/S8NpJUygTZI/AAAAAAAAAAY/w7_Fo8G6uMM/S220/n835749094_714454_8272.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://2.bp.blogspot.com/-5snzheTimK4/TbMNFdgBb9I/AAAAAAAAAJM/gZhXSMEt_b0/s72-c/mk1-flyer01.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-2121546376350658477.post-473900480565296377</id><published>2011-04-06T15:00:00.033-04:00</published><updated>2011-04-06T15:01:01.281-04:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Amnesia'/><category scheme='http://www.blogger.com/atom/ns#' term='Dead Space 2'/><title type='text'>Ab Initio</title><content type='html'>&lt;table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"&gt;&lt;tbody&gt;&lt;tr&gt;&lt;td style="text-align: center;"&gt;&lt;a href="http://2.bp.blogspot.com/-IFPct8mOlhc/TZx8TiuMAVI/AAAAAAAAAJI/CGPb7YD4Pak/s1600/DeadSpace2Chapter1StraightJacket197-847.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"&gt;&lt;img border="0" height="223" src="http://2.bp.blogspot.com/-IFPct8mOlhc/TZx8TiuMAVI/AAAAAAAAAJI/CGPb7YD4Pak/s400/DeadSpace2Chapter1StraightJacket197-847.jpg" width="400" /&gt;&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td class="tr-caption" style="text-align: center;"&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&lt;div style="text-align: center;"&gt;&lt;i&gt;&lt;span style="font-size: x-small;"&gt;(Post contains mild spoilers for Chapter 1 of &lt;/span&gt;&lt;/i&gt;&lt;span style="font-size: x-small;"&gt;Dead Space 2&lt;/span&gt;&lt;i&gt;&lt;span style="font-size: x-small;"&gt;. Abandon hope all ye, etc.&lt;/span&gt;&lt;/i&gt;&lt;i&gt;&lt;span style="font-size: x-small;"&gt;)&lt;/span&gt;&lt;/i&gt;&lt;/div&gt;&lt;div style="text-align: left;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div style="text-align: left;"&gt;When I taught high school English in a former life, I used to tell my students that if a book didn't grab them in the first 15 pages, it was probably the book's fault, not theirs. Unless it was one of the books I assigned in class, in which case it was &lt;i&gt;definitely &lt;/i&gt;&lt;i&gt;their fault&lt;/i&gt;.&lt;/div&gt;&lt;div style="text-align: left;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div style="text-align: left;"&gt;A strong opening chapter is just as essential for a game with any pretense of narrative. Crafting a successful opening isn't an easy feat in any medium, but games have the added complication of needing to teach the player how to play in the first several minutes. I've learned to appreciate it when designers can insert tutorial elements into their opening moments with dexterity and thematic relevance, as opposed to the wanton extra-diegetic shoehorning most games make us endure.&lt;/div&gt;&lt;div style="text-align: left;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div style="text-align: left;"&gt;Similarly, bogging us down in long cutscenes or copious text in the opening is an equally solid way to guarantee we won't give a crap about your game's story. We want to play right away. We want to inhabit the game world, not simply view it or read about it. This is especially important in horror games like the &lt;i&gt;Dead Space&lt;/i&gt; franchise, where so much of the tension is dependent on the player's reaction to in-game sights and sounds. The backstory is relevant only inasmuch as it informs the conflict of the moment. (That's why I think the franchise masters have made the right call in shunting most of the series' lore to other media like novels and comics instead of burdening the games with it.)&lt;/div&gt;&lt;div style="text-align: left;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div style="text-align: left;"&gt;So I was pleasantly surprised by the &lt;a href="http://en.wikipedia.org/wiki/In_medias_res"&gt;&lt;i&gt;in medias res&lt;/i&gt;&lt;/a&gt; opening sequence of &lt;i&gt;Dead Space 2&lt;/i&gt;. After a cutscene that establishes multiple conflicts in relatively short order—Isaac is still hallucinating his dead girlfriend, he's being interrogated in some kind of quasi-fascist insane asylum—we're thrust right into the action as an attempt to rescue Isaac is thwarted by a Necromorph outbreak. So we have an unreliable, possibly insane narrator, an implied shady government/corporate conspiracy, and an alien invasion. And who are these people trying to break Isaac out, and why? What's happened to land him in this facility? We're not yet five minutes in and already several conflicts have been established. So far, so good. But then things get interesting.&lt;/div&gt;&lt;div style="text-align: left;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div style="text-align: left;"&gt;Once Isaac is released from the gurney he's been strapped to, he's forced to flee the ward as Necromorphs jump out from around corners and burst through ducts. Cue the frantic escape sequence. But here's the fun part: he's still tied up in a straight jacket. A prompt instructs us to hold down the left shoulder button to run. The straight jacket conceit makes this particular piece of &lt;a href="http://en.wikipedia.org/wiki/Instructional_scaffolding"&gt;scaffolding&lt;/a&gt; feel natural while also playing on that horror movie trope, the powerless protagonist.&lt;/div&gt;&lt;div style="text-align: left;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div style="text-align: left;"&gt;I actually intentionally failed this sequence a few times so I could indulge my curiosity about the environmental storytelling in the surrounding area. Wheelchairs and debris litter the hallway. Other inmates in adjoining cells convulse in their straight jackets while the Necromorphs attack. (Mrs. JPG posited two good questions: "Can you save any of them?" and "Wait, why are they in straight jackets if they're already locked in cells?" The answers are, spoilers, "No," and "Beats the hell out of me.") Some inmates have scrawled cryptic messages on the walls (sigh); but instead of using blood, they've apparently used their own excrement (...yay?). Which, from what I understand from&lt;i&gt; &lt;a href="http://www.msnbc.msn.com/id/27118605/"&gt;Lockup&lt;/a&gt;&lt;/i&gt;, is fairly realistic. &lt;/div&gt;&lt;div style="text-align: left;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div style="text-align: left;"&gt;More remarkable than the fact that I could fail this opening sequence—I suspect few games in this genre allow you to die almost immediately after first taking control of your avatar—was that it was accomplishing so many objectives at once: Teaching the player a key ability; building a horror movie sense of powerlessness; setting up multiple conflicts; establishing setting; introducing enemies; and hinting at backstory. For a short sequence, it's quite elegant.&lt;/div&gt;&lt;div style="text-align: left;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div style="text-align: left;"&gt;The rest of the first chapter contains additional flourishes, including some outstanding sound design and lighting effects, a couple predictable but effective "thing goes bump in the dark" scares, and a few nifty claustrophobic tunnel-crawling sequences. There's also some fun environmental storytelling to come across, like the interrogation video of another prisoner or the Marker made out of toothpicks in the arts &amp;amp; crafts room. The jury's still out for me on the newly-speech-capable Isaac—mostly because the things he's said so far are pretty generically action-movie dopey—but I am intrigued to see what happens with the "dementia" mechanic, if managing Isaac's growing insanity will become an &lt;i&gt;Amnesia&lt;/i&gt;-like challenge.&lt;/div&gt;&lt;div style="text-align: left;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div style="text-align: left;"&gt;What I'd really like to see, and what I'm sure &lt;i&gt;Dead Space 2&lt;/i&gt; won't give me because it's a big budget AAA title that needs to move lots of units, is a high-flying freak flag. I want the game to disorient me more, to be more Stanley Kubrick than Ridley Scott. The power of the &lt;i&gt;in medias res&lt;/i&gt; device is that it forces the audience to play catch-up, to use their imagination to fill in gaps, make logical leaps, and interrogate details. With a well-designed world, that can make for a much more enjoyable experience. The horror genre allows for a lot of creativity in that sense. Here's hoping &lt;i&gt;Dead Space 2&lt;/i&gt; can deliver.&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/2121546376350658477-473900480565296377?l=infinitelag.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://infinitelag.blogspot.com/feeds/473900480565296377/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://infinitelag.blogspot.com/2011/04/ab-initio.html#comment-form' title='3 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/2121546376350658477/posts/default/473900480565296377'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/2121546376350658477/posts/default/473900480565296377'/><link rel='alternate' type='text/html' href='http://infinitelag.blogspot.com/2011/04/ab-initio.html' title='Ab Initio'/><author><name>J.P. Grant</name><uri>http://www.blogger.com/profile/10359445806017817088</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://3.bp.blogspot.com/_AMFXeEK5E28/S8NpJUygTZI/AAAAAAAAAAY/w7_Fo8G6uMM/S220/n835749094_714454_8272.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://2.bp.blogspot.com/-IFPct8mOlhc/TZx8TiuMAVI/AAAAAAAAAJI/CGPb7YD4Pak/s72-c/DeadSpace2Chapter1StraightJacket197-847.jpg' height='72' width='72'/><thr:total>3</thr:total></entry><entry><id>tag:blogger.com,1999:blog-2121546376350658477.post-832434006750476883</id><published>2011-03-20T21:55:00.000-04:00</published><updated>2011-03-20T21:55:31.411-04:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Halo'/><category scheme='http://www.blogger.com/atom/ns#' term='50 Cent: Blood on the Sand'/><category scheme='http://www.blogger.com/atom/ns#' term='Dead Space'/><category scheme='http://www.blogger.com/atom/ns#' term='Red Dead Redemption'/><category scheme='http://www.blogger.com/atom/ns#' term='Battlefield: Bad Company 2'/><category scheme='http://www.blogger.com/atom/ns#' term='Assassin&apos;s Creed: Brotherhood'/><category scheme='http://www.blogger.com/atom/ns#' term='Left 4 Dead'/><title type='text'>Turrets' Syndrome</title><content type='html'>&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="https://lh5.googleusercontent.com/-ECWtcH_DUik/TYZnbS3RB7I/AAAAAAAAAJE/ttpCezJVG_I/s1600/Chariot_Machine_Gun_.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="226" src="https://lh5.googleusercontent.com/-ECWtcH_DUik/TYZnbS3RB7I/AAAAAAAAAJE/ttpCezJVG_I/s400/Chariot_Machine_Gun_.png" width="400" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;It wasn't the fact that I was firing a mounted machine gun from the back of a driverless wagon in the rural Italy of 1503 that swore me off turret sequences. But it didn't help.&lt;br /&gt;&lt;br /&gt;I like &lt;i&gt;Assassin's Creed: Brotherhood&lt;/i&gt;. Ubisoft can keep cranking out Ezio chapters indefinitely, for all I care. I'd never say no to another beautifully-rendered Renaissance stab-fest. But I'm maybe halfway through this game, and it boggles the mind that I've already had to endure not one, but &lt;i&gt;two&lt;/i&gt; turret sequences. &lt;br /&gt;&lt;br /&gt;I understand the desire to spice up gameplay that can become formulaic—travel here, trail this guy, stab him in the back, jump into a hay pile—with something a little different. You know the old saying about variety and spice. But throwing a turret sequence into an &lt;i&gt;Assassin's Creed&lt;/i&gt; game is like spiking your martini with mayonnaise.&lt;br /&gt;&lt;br /&gt;To some extent it's an no-win proposition for developers: Make sure your game is chock-full of variety, but don't stray from your core mechanics. Don't bore us with the same thing over and over, but don't do anything too far afield from what we're used to. It's one of many &lt;a href="http://en.wikipedia.org/wiki/Kobayashi_Maru"&gt;Kobayashi Marus&lt;/a&gt; in the design world. You're inevitably going to piss off someone.&lt;br /&gt;&lt;br /&gt;I'm all for developers taking risks and throwing curveballs at the player by way of jarring, even unexplained changes in the core mechanic. It's a mark of respect, in a way: It's telling the player you think she can handle a new challenge, a different mode of interaction. If a game is really smart, it'll use that shift to advance or reinforce a theme. (&lt;a href="http://infinitelag.blogspot.com/2010/12/goty-reason-3-shifting-perspective.html"&gt;Ahem&lt;/a&gt;.)&lt;br /&gt;&lt;br /&gt;But I think it's safe to say turret sequences haven't done that for a long-ass time, if ever. I'm talking about scripted sequences, of course, not games like&amp;nbsp;&lt;i&gt;Halo&lt;/i&gt;&amp;nbsp;or &lt;i&gt;Left 4 Dead&lt;/i&gt;&amp;nbsp;where you can choose to man a turret at certain points if you want to. &lt;i&gt;(L4D&lt;/i&gt; in particular has some pretty brilliant turret placement—particularly in the second level of the No Mercy campaign, where there's a hole in the floor behind the turret and you have to have a teammate watch your back while you fire.) No,&amp;nbsp;I'm talking on-rails, shoot X number of cowboys/spaceships/Borgia guards to complete the mission, then back to your regularly-scheduled military shooter/open-world sandbox/survival horror game sequences.&lt;br /&gt;&lt;br /&gt;Look, I &lt;i&gt;like&lt;/i&gt; shooting galleries. In an arcade, at a giant cabinet? Sure. In a console game? Kinda played out.&lt;br /&gt;&lt;br /&gt;Weird thing is, I actually used to dig turret sequences. There was something interesting about the tension between the enormous power of a minigun at your fingertips and the danger of having to stay immobile while you were being shot at. But after suffering through interminable gatling gun sequence after interminable gatling gun sequence in &lt;i&gt;Red Dead Redemption&lt;/i&gt;, and very nearly rage-quitting &lt;i&gt;Dead Space&lt;/i&gt; during that goddamn meteor-shooting minigame, I'm just done with them. The turret sequence has become a trope to be endured rather than an exciting change of pace. So you can imagine the intensity of the eye-rolling that occurred when Ezio jumped on the back of the Leo-Mobile.&lt;br /&gt;&lt;br /&gt;Maybe because it's become such an expectation, it's become a lot more difficult to pull off an enjoyable turret sequence. This is probably blasphemy, but I found the helicopter turret sequence in &lt;i&gt;50 Cent: Blood on the Sand&lt;/i&gt; way more enjoyable than the few in &lt;i&gt;Battlefield: Bad Company 2&lt;/i&gt;. In the latter game, wonky checkpointing and unclear damage indication hampered the experience. The former game makes it clear it wants you to treat it like an arcade game, which maybe accounts for the better implementation.&lt;br /&gt;&lt;br /&gt;It's gotten to the point where turret sequences, no matter how well done, will leave a bad taste in my mouth. Mowing down dozens or hundreds of faceless enemies doesn't make me feel powerful anymore. It just makes me feel like a mass murderer. Even in games like &lt;i&gt;Assassin's Creed&lt;/i&gt;, which are very pointedly about being a murderer.&lt;br /&gt;&lt;br /&gt;So I wonder: is that the irony of the videogame trope? Or is it the irony of the weapon itself?&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/2121546376350658477-832434006750476883?l=infinitelag.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://infinitelag.blogspot.com/feeds/832434006750476883/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://infinitelag.blogspot.com/2011/03/turrets-syndrome.html#comment-form' title='3 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/2121546376350658477/posts/default/832434006750476883'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/2121546376350658477/posts/default/832434006750476883'/><link rel='alternate' type='text/html' href='http://infinitelag.blogspot.com/2011/03/turrets-syndrome.html' title='Turrets&apos; Syndrome'/><author><name>J.P. Grant</name><uri>http://www.blogger.com/profile/10359445806017817088</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://3.bp.blogspot.com/_AMFXeEK5E28/S8NpJUygTZI/AAAAAAAAAAY/w7_Fo8G6uMM/S220/n835749094_714454_8272.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='https://lh5.googleusercontent.com/-ECWtcH_DUik/TYZnbS3RB7I/AAAAAAAAAJE/ttpCezJVG_I/s72-c/Chariot_Machine_Gun_.png' height='72' width='72'/><thr:total>3</thr:total></entry><entry><id>tag:blogger.com,1999:blog-2121546376350658477.post-2499375667375843433</id><published>2011-03-07T22:59:00.000-05:00</published><updated>2011-03-07T22:59:28.124-05:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='PAX'/><category scheme='http://www.blogger.com/atom/ns#' term='Gamers With Jobs'/><category scheme='http://www.blogger.com/atom/ns#' term='Kill Screen'/><title type='text'>Pre-PAX Update</title><content type='html'>This Friday, PAX East 2011 kicks into gear. I'm stoked to be covering the event for my pals at &lt;a href="http://www.gamermelodico.com/"&gt;Gamer Melodico&lt;/a&gt;. I'll be sure to link to that coverage here once it's up.&amp;nbsp;Hijinks: guaranteed to ensue.&lt;br /&gt;&lt;br /&gt;Friends unfamiliar with the greater Boston area convention center scene, and &lt;i&gt;who are you because we may have to not be friends anymore until you correct that&lt;/i&gt;, rest assured the new venue is much larger than the Hynes. Last year's event was pretty cramped, and now that the organizers have a better idea exactly how many folks will flock to our fair city for the weekend, I'm confident the environs will be more accommodating.&lt;br /&gt;&lt;br /&gt;I mean, I'm still gonna bring my DS, though.&lt;br /&gt;&lt;br /&gt;Regular Infinite Lag readers—all three of you—will notice I haven't kept up my typically torrid posting pace lately. I've obviously been putting all my energy into punchy alliteration and poor attempts at sarcasm.&lt;br /&gt;&lt;br /&gt;I did manage to conserve at least a little energy, though, for a piece I'm quite proud of: &lt;a href="http://www.gamerswithjobs.com/node/107698"&gt;"Data, Commander."&lt;/a&gt;&amp;nbsp;It was my first contribution to &lt;a href="http://www.gamerswithjobs.com/"&gt;Gamers With Jobs&lt;/a&gt;, the site that, single tear, really got me started writing seriously about games. Shawn, Sean, Julian, Rob, Lara, Cory, Allen, Erik and the rest of the motley crew over there have built an amazing community and consistently produce terrific writing and a top-quality podcast.&amp;nbsp;I'm honored to be welcomed into the fold.&lt;br /&gt;&lt;br /&gt;I'm also continuing to write for&amp;nbsp;&lt;i&gt;Kill Screen&lt;/i&gt;&amp;nbsp;as long as they'll have me. In addition to the two reviews I've done recently—one on free browser game &lt;i&gt;&lt;a href="http://www.killscreenmagazine.com/articles/was-yesterday"&gt;...But That Was [Yesterday]&lt;/a&gt;&lt;/i&gt; and another on Xbox Live Indie Game &lt;i&gt;&lt;a href="http://www.killscreenmagazine.com/articles/review-cthulhu-saves-world"&gt;Cthulhu Saves the World&lt;/a&gt;&lt;/i&gt;—I've got a piece in the upcoming &lt;a href="http://shop.killscreenmagazine.com/products/issue-3-intimacy"&gt;print issue&lt;/a&gt;. Speaking of which, you really ought to do yourself a favor and &lt;a href="http://shop.killscreenmagazine.com/products/4-issue-subscription"&gt;subscribe&lt;/a&gt;. You won't regret it.&lt;br /&gt;&lt;br /&gt;There are a number of games I do want to jabber about here on the blog, including recent acquisitions like &lt;i&gt;Battlefield: Bad Company 2&lt;/i&gt; and &lt;i&gt;Dawn of War II: Retribution&lt;/i&gt;, but I'm afraid they'll have to wait until after PAX. Sorry, games, and sorry, visitors. I love you both, but I have promises to keep, and miles to go before I sleep, and terribly cliché thieveries on which to end blog posts.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/2121546376350658477-2499375667375843433?l=infinitelag.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://infinitelag.blogspot.com/feeds/2499375667375843433/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://infinitelag.blogspot.com/2011/03/pre-pax-update.html#comment-form' title='1 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/2121546376350658477/posts/default/2499375667375843433'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/2121546376350658477/posts/default/2499375667375843433'/><link rel='alternate' type='text/html' href='http://infinitelag.blogspot.com/2011/03/pre-pax-update.html' title='Pre-PAX Update'/><author><name>J.P. Grant</name><uri>http://www.blogger.com/profile/10359445806017817088</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://3.bp.blogspot.com/_AMFXeEK5E28/S8NpJUygTZI/AAAAAAAAAAY/w7_Fo8G6uMM/S220/n835749094_714454_8272.jpg'/></author><thr:total>1</thr:total></entry><entry><id>tag:blogger.com,1999:blog-2121546376350658477.post-347177184649159710</id><published>2011-02-21T16:09:00.009-05:00</published><updated>2011-02-21T16:29:35.032-05:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Ilomilo'/><category scheme='http://www.blogger.com/atom/ns#' term='Puzzle Quest 2'/><category scheme='http://www.blogger.com/atom/ns#' term='Red Dead Redemption'/><category scheme='http://www.blogger.com/atom/ns#' term='Mass Effect 2'/><category scheme='http://www.blogger.com/atom/ns#' term='Dawn of War'/><category scheme='http://www.blogger.com/atom/ns#' term='Amnesia'/><category scheme='http://www.blogger.com/atom/ns#' term='Dante&apos;s Inferno'/><category scheme='http://www.blogger.com/atom/ns#' term='Singularity'/><category scheme='http://www.blogger.com/atom/ns#' term='Just Cause 2'/><category scheme='http://www.blogger.com/atom/ns#' term='Splinter Cell: Conviction'/><category scheme='http://www.blogger.com/atom/ns#' term='Rock Band 3'/><category scheme='http://www.blogger.com/atom/ns#' term='Two Worlds II'/><title type='text'>In Rotation, January/February 2011</title><content type='html'>Although I've neglected to tally them here until now, I have managed to play a surprising number of games these past few months. Without further ado, here's the Winter 2010-2011 edition of In Rotation:&lt;br /&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;&lt;b&gt;XBOX 360&lt;/b&gt;&lt;/div&gt;&lt;div&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;/div&gt;&lt;ul&gt;&lt;li&gt;Finished up &lt;i&gt;Just Cause 2&lt;/i&gt;.&amp;nbsp;Well, the story, anyway. After 50+ hours I'm still only at 55% complete. Wish I had picked it up when it first came out - it's become one of my go-to games. &lt;a href="http://infinitelag.blogspot.com/2011/01/cleared-for-takeoff.html"&gt;Wrote about it a few weeks back&lt;/a&gt;.&lt;/li&gt;&lt;li&gt;Also polished off the main story of &lt;i&gt;Red Dead Redemption&lt;/i&gt;&amp;nbsp;and maybe half of the main questline in the &lt;i&gt;Undead Nightmare&lt;/i&gt; add-on. I'm a bit &lt;i&gt;RDR&lt;/i&gt;'ed out, I think, although I do plan to finish the DLC, which I'm digging. The final act of the main game left such a weird (not bad - just uncanny) taste in my mouth that I'm not quite sure how to reconcile it all. Without getting into too much detail or trespassing into spoiler country, let's just say I remain baffled by why the final act wasn't the first act.&lt;/li&gt;&lt;li&gt;&lt;i&gt;Singularity&lt;/i&gt;. Discussed that one &lt;a href="http://infinitelag.blogspot.com/2011/02/sincerest-form-of-flattery.html"&gt;already&lt;/a&gt;.&lt;/li&gt;&lt;li&gt;&lt;i&gt;Dante's Inferno&lt;/i&gt;. &lt;a href="http://infinitelag.blogspot.com/2011/02/liberate-me-ex-inferno.html"&gt;Ditto&lt;/a&gt;.&lt;/li&gt;&lt;li&gt;&lt;i&gt;Rock Band 3&lt;/i&gt;. A great selection of tracks, although I confess I haven't spent as much time as I'd like with it yet; still waiting on the twice-delayed MIDI adapter attachment so I can hook up my keyboard.&lt;/li&gt;&lt;li&gt;&lt;i&gt;Splinter Cell: Conviction&lt;/i&gt;. Okay, so now I understand &lt;a href="http://www.gamermelodico.com/2010/04/fisher-fest-2010.html"&gt;Fisher-Fest 2010&lt;/a&gt;. I don't really have much to say about this game other than that playing through it was like idly half-watching a rerun of &lt;i&gt;Commando&lt;/i&gt; on TV while killing a bag of Jax on a lazy Sunday. It is what it is. And you feel vaguely guilty afterward.&lt;/li&gt;&lt;li&gt;&lt;i&gt;Mass Effect 2: Lair of the Shadow Broker&lt;/i&gt;. Well, it's more &lt;i&gt;Mass Effect 2&lt;/i&gt;. And, um, remember &lt;i&gt;Mass Effect 2&lt;/i&gt;? That was &lt;a href="http://infinitelag.blogspot.com/2011/01/goty-reason-7-embracing-ambiguity.html"&gt;awesome&lt;/a&gt;.&lt;/li&gt;&lt;li&gt;&lt;i&gt;Two Worlds II&lt;/i&gt;. Honestly, I was rooting for this one. A &lt;a href="http://www.joystiq.com/2011/01/25/two-worlds-2-review/"&gt;few&lt;/a&gt; &lt;a href="http://www.gamecritics.com/brad-gallaway/two-worlds-ii-review"&gt;critics&lt;/a&gt; I &lt;a href="http://www.pastemagazine.com/articles/2011/02/two-worlds-2-review-multi-platform.html"&gt;admire&lt;/a&gt; spoke highly of this B-movie fantasy title, and knowing my predilection for somewhat broken yet charming games, I thought this'd be right up my alley. Nope. In the few hours I played before I gave up - and I &lt;i&gt;hate&lt;/i&gt; giving up - the combat was just far too broken. At least my frustration prompted Mrs. JPG's suggested review title: "&lt;i&gt;Two Worlds II&lt;/i&gt;: Drop This Deuce."&lt;/li&gt;&lt;li&gt;&lt;i&gt;Cthulhu Saves the World&lt;/i&gt;. Check out my review of this old-school indie gem at &lt;i&gt;&lt;a href="http://www.killscreenmagazine.com/articles/review-cthulhu-saves-world"&gt;Kill Screen&lt;/a&gt;&lt;/i&gt;.&lt;/li&gt;&lt;li&gt;&lt;i&gt;Ilomilo&lt;/i&gt;. This brain-twisting puzzler is extraordinarily well-made and unrelentingly adorable. I'll have a lot more to say about this one once the wife and I finish our co-op playthrough, but for now, please enjoy this image of our friendly "thumb-creatures" enjoying a nice cup of tea.&lt;/li&gt;&lt;/ul&gt;&lt;div style="text-align: center;"&gt;&lt;a href="http://1.bp.blogspot.com/-keYKypZjMN0/TWLQP7E--DI/AAAAAAAAAI0/ougf_n7mvlc/s1600/ilomilo.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;span class="Apple-style-span" style="-webkit-text-decorations-in-effect: none; color: black;"&gt;&lt;/span&gt;&lt;/a&gt;&lt;a href="http://1.bp.blogspot.com/-keYKypZjMN0/TWLQP7E--DI/AAAAAAAAAI0/ougf_n7mvlc/s1600/ilomilo.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="283" src="http://1.bp.blogspot.com/-keYKypZjMN0/TWLQP7E--DI/AAAAAAAAAI0/ougf_n7mvlc/s400/ilomilo.jpg" width="400" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;/div&gt;&lt;div style="text-align: left;"&gt;&lt;a href="http://1.bp.blogspot.com/-keYKypZjMN0/TWLQP7E--DI/AAAAAAAAAI0/ougf_n7mvlc/s1600/ilomilo.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;br /&gt;&lt;/a&gt;&lt;/div&gt;&lt;div style="text-align: left;"&gt;&lt;b&gt;NINTENDO DS&lt;/b&gt;&lt;/div&gt;&lt;div style="text-align: left;"&gt;&lt;ul&gt;&lt;li&gt;&lt;i&gt;Puzzle Quest 2&lt;/i&gt;. Although there's no doubt the presentation, role-playing elements, and puzzle variety are much improved over the original, the battles are freakin' interminable. I wonder if the scaling system is broken; at level 37, I don't feel significantly more powerful than my adversaries. I like the addition of "action points" gems and the search, disarm, unlock, and loot minigames, but I feel like I'm treading water in the story.&lt;/li&gt;&lt;/ul&gt;&lt;b&gt;PC&lt;/b&gt;&lt;br /&gt;&lt;ul&gt;&lt;/ul&gt;&lt;/div&gt;&lt;div style="text-align: left;"&gt;&lt;ul&gt;&lt;li&gt;&lt;i&gt;Amnesia: The Dark Descent&lt;/i&gt;. A few hours in, I'm still wondering when this gets scary. There have been a few tense and cool setpiece moments - the monster's footprints in the water come to mind - but my primary reaction has not been fear but annoyance so far. It's difficult for me to parse which elements of the game world can be interacted with and which are static; for example, I wasted two oil canisters trying to escape a room by jumping through a hole in the ceiling when all I had to do was move some rocks. That'd be a "duh" moment except for the fact that the rocks I'd encountered earlier, in other rooms, were immovable. I do have to praise &lt;i&gt;Amnesia&lt;/i&gt; for its audio design, though - one of the best examples of ambient sound in recent memory.&lt;/li&gt;&lt;li&gt;&lt;a href="http://www.blogger.com/goog_148622192"&gt;.&lt;/a&gt;&lt;i&gt;&lt;a href="http://jayisgames.com/cgdc9/?gameID=11"&gt;..But That Was [Yesterday]&lt;/a&gt;&lt;/i&gt;. I also &lt;a href="http://www.killscreenmagazine.com/articles/was-yesterday"&gt;reviewed&lt;/a&gt; this one for &lt;i&gt;Kill Screen&lt;span class="Apple-style-span" style="font-style: normal;"&gt;; very worth the 15 minutes it'll take you to complete.&lt;/span&gt;&lt;/i&gt;&lt;/li&gt;&lt;li&gt;&lt;i&gt;Warhammer 40,000: Dawn of War&lt;span class="Apple-style-span" style="font-style: normal;"&gt;. I LOVE IT. &lt;a href="http://infinitelag.blogspot.com/2010/11/warhammered.html"&gt;SHUT UP&lt;/a&gt;.&lt;/span&gt;&lt;/i&gt;&lt;/li&gt;&lt;/ul&gt;&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/2121546376350658477-347177184649159710?l=infinitelag.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://infinitelag.blogspot.com/feeds/347177184649159710/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://infinitelag.blogspot.com/2011/02/in-rotation-januaryfebruary-2011.html#comment-form' title='4 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/2121546376350658477/posts/default/347177184649159710'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/2121546376350658477/posts/default/347177184649159710'/><link rel='alternate' type='text/html' href='http://infinitelag.blogspot.com/2011/02/in-rotation-januaryfebruary-2011.html' title='In Rotation, January/February 2011'/><author><name>J.P. Grant</name><uri>http://www.blogger.com/profile/10359445806017817088</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://3.bp.blogspot.com/_AMFXeEK5E28/S8NpJUygTZI/AAAAAAAAAAY/w7_Fo8G6uMM/S220/n835749094_714454_8272.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://1.bp.blogspot.com/-keYKypZjMN0/TWLQP7E--DI/AAAAAAAAAI0/ougf_n7mvlc/s72-c/ilomilo.jpg' height='72' width='72'/><thr:total>4</thr:total></entry><entry><id>tag:blogger.com,1999:blog-2121546376350658477.post-4376085965809370338</id><published>2011-02-11T16:02:00.005-05:00</published><updated>2011-02-12T12:26:45.607-05:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='God of War'/><category scheme='http://www.blogger.com/atom/ns#' term='Deadly Premonition'/><category scheme='http://www.blogger.com/atom/ns#' term='Dante&apos;s Inferno'/><title type='text'>Liberate Me Ex Inferno</title><content type='html'>&lt;table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"&gt;&lt;tbody&gt;&lt;tr&gt;&lt;td style="text-align: center;"&gt;&lt;a href="http://1.bp.blogspot.com/-fvkU1DeUdvI/TVVzsMZeRWI/AAAAAAAAAIs/b03Xb--FWmo/s1600/dantesinferno_11260582867.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"&gt;&lt;span class="Apple-style-span" style="font-family: Georgia, 'Times New Roman', serif;"&gt;&lt;img border="0" height="243" src="http://1.bp.blogspot.com/-fvkU1DeUdvI/TVVzsMZeRWI/AAAAAAAAAIs/b03Xb--FWmo/s400/dantesinferno_11260582867.jpg" width="400" /&gt;&lt;/span&gt;&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td class="tr-caption" style="text-align: center;"&gt;&lt;i&gt;&lt;span class="Apple-style-span" style="font-family: Georgia, 'Times New Roman', serif;"&gt;&lt;span class="Apple-style-span" style="font-size: small;"&gt;Dante vs. a Rancor. IT'S IN THE POEM, LOOK IT UP.&lt;/span&gt;&lt;/span&gt;&lt;/i&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&lt;div class="MsoNormal"&gt;&lt;span class="Apple-style-span" style="font-family: Georgia, 'Times New Roman', serif;"&gt;Because it’s apparently &lt;/span&gt;&lt;a href="http://infinitelag.blogspot.com/2011/02/sincerest-form-of-flattery.html"&gt;&lt;span class="Apple-style-span" style="font-family: Georgia, 'Times New Roman', serif;"&gt;Catch Up On Mediocre Games You Missed In 2010&lt;/span&gt;&lt;/a&gt;&lt;span class="Apple-style-span" style="font-family: Georgia, 'Times New Roman', serif;"&gt; Month at Infinite Lag, I went against the advice of &lt;/span&gt;&lt;a href="http://downwritefierce.com/"&gt;&lt;span class="Apple-style-span" style="font-family: Georgia, 'Times New Roman', serif;"&gt;Mitch Dyer&lt;/span&gt;&lt;/a&gt;&lt;span class="Apple-style-span" style="font-family: Georgia, 'Times New Roman', serif;"&gt; and popped in my latest library rental, Visceral Games' &lt;/span&gt;&lt;i&gt;&lt;span class="Apple-style-span" style="font-family: Georgia, 'Times New Roman', serif;"&gt;Dante’s Inferno&lt;/span&gt;&lt;/i&gt;&lt;span class="Apple-style-span" style="font-family: Georgia, 'Times New Roman', serif;"&gt;, last night.&lt;/span&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;span class="Apple-style-span" style="font-family: Georgia, 'Times New Roman', serif;"&gt;&lt;br /&gt;&lt;/span&gt; &lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;span class="Apple-style-span" style="font-family: Georgia, 'Times New Roman', serif;"&gt;Yowch.&lt;/span&gt;&lt;/div&gt;&lt;div&gt;&lt;span class="Apple-style-span" style="font-family: Georgia, 'Times New Roman', serif;"&gt;&lt;br /&gt;&lt;/span&gt; &lt;/div&gt;&lt;div&gt;&lt;span class="Apple-style-span" style="font-family: Georgia, 'Times New Roman', serif;"&gt;Like everyone else with a moderately-developed sense of decorum, I was perplexed by the &lt;/span&gt;&lt;a href="http://arstechnica.com/gaming/news/2009/09/eafail-the-story-of-the-worst-pr-campaign-in-gaming.ars"&gt;&lt;span class="Apple-style-span" style="font-family: Georgia, 'Times New Roman', serif;"&gt;over-the-top marketing campaign&lt;/span&gt;&lt;/a&gt;&lt;span class="Apple-style-span" style="font-family: Georgia, 'Times New Roman', serif;"&gt; for this game. Lost in the bewildering reports of &lt;/span&gt;&lt;a href="http://gaygamer.net/2009/07/update_runnerup_for_lust_conte.html"&gt;&lt;span class="Apple-style-span" style="font-family: Georgia, 'Times New Roman', serif;"&gt;"lust contests"&lt;/span&gt;&lt;/a&gt;&lt;span class="Apple-style-span" style="font-family: Georgia, 'Times New Roman', serif;"&gt; and &lt;/span&gt;&lt;a href="http://www.joystiq.com/2009/09/09/ea-marketers-send-joystiq-a-200-check-and-we-save-their-souls/"&gt;&lt;span class="Apple-style-span" style="font-family: Georgia, 'Times New Roman', serif;"&gt;$200 checks sent to journalists&lt;/span&gt;&lt;/a&gt;&lt;span class="Apple-style-span" style="font-family: Georgia, 'Times New Roman', serif;"&gt; was any idea of what the game actually was.&lt;/span&gt;&lt;/div&gt;&lt;div&gt;&lt;span class="Apple-style-span" style="font-family: Georgia, 'Times New Roman', serif;"&gt;&lt;br /&gt;&lt;/span&gt; &lt;/div&gt;&lt;div&gt;&lt;span class="Apple-style-span" style="font-family: Georgia, 'Times New Roman', serif;"&gt;Turns out it's a brawler. And, at least a few chapters in, not a very good one.&lt;/span&gt;&lt;/div&gt;&lt;div&gt;&lt;span class="Apple-style-span" style="font-family: Georgia, 'Times New Roman', serif;"&gt;&lt;br /&gt;&lt;/span&gt; &lt;/div&gt;&lt;div&gt;&lt;span class="Apple-style-span" style="font-family: Georgia, 'Times New Roman', serif;"&gt;Generally, there's nothing like &lt;/span&gt;&lt;a href="http://gamevideos.1up.com/video/id/32538"&gt;&lt;span class="Apple-style-span" style="font-family: Georgia, 'Times New Roman', serif;"&gt;intentionally idiotic PR&lt;/span&gt;&lt;/a&gt;&lt;span class="Apple-style-span" style="font-family: Georgia, 'Times New Roman', serif;"&gt; to cool any interest I might have in a game. But I eventually became interested in &lt;/span&gt;&lt;i&gt;&lt;span class="Apple-style-span" style="font-family: Georgia, 'Times New Roman', serif;"&gt;Dante's Inferno&lt;/span&gt;&lt;/i&gt;&lt;span class="Apple-style-span" style="font-family: Georgia, 'Times New Roman', serif;"&gt; for a few reasons.&amp;nbsp;&lt;/span&gt;&lt;/div&gt;&lt;div&gt;&lt;span class="Apple-style-span" style="font-family: Georgia, 'Times New Roman', serif;"&gt;&lt;br /&gt;&lt;/span&gt; &lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;span class="Apple-style-span" style="font-family: Georgia, 'Times New Roman', serif;"&gt;The game had stayed off my radar until a few months ago, when one of my favorite critics, L.B. Jeffries, praised it in his &lt;/span&gt;&lt;a href="http://www.killscreenmagazine.com/articles/kill-screen-high-scores-best-2010"&gt;&lt;span class="Apple-style-span" style="font-family: Georgia, 'Times New Roman', serif;"&gt;year-end ranking for &lt;/span&gt;&lt;i&gt;&lt;span class="Apple-style-span" style="font-family: Georgia, 'Times New Roman', serif;"&gt;Kill Screen&lt;/span&gt;&lt;/i&gt;&lt;/a&gt;&lt;span class="Apple-style-span" style="font-family: Georgia, 'Times New Roman', serif;"&gt;.&lt;/span&gt;&lt;i&gt;&lt;span style="font-style: normal;"&gt;&lt;span class="Apple-style-span" style="font-family: Georgia, 'Times New Roman', serif;"&gt; "&lt;/span&gt;&lt;/span&gt;&lt;span class="Apple-style-span" style="font-family: Georgia, 'Times New Roman', serif;"&gt;Dante's Inferno&lt;/span&gt;&lt;/i&gt;&lt;span class="Apple-style-span" style="font-family: Georgia, 'Times New Roman', serif;"&gt; gets top marks," he wrote, "for having the audacity to focus on creating an artistic space instead of a spiffy plot or anything but familiar gameplay." Back in March, he'd written a PopMatters column called &lt;/span&gt;&lt;a href="http://www.popmatters.com/pm/post/122719-the-literary-merits-of-dantes-inferno/"&gt;&lt;span class="Apple-style-span" style="font-family: Georgia, 'Times New Roman', serif;"&gt;"The Literary Merits of &lt;/span&gt;&lt;i&gt;&lt;span class="Apple-style-span" style="font-family: Georgia, 'Times New Roman', serif;"&gt;Dante's Inferno&lt;/span&gt;&lt;/i&gt;&lt;span class="Apple-style-span" style="font-family: Georgia, 'Times New Roman', serif;"&gt;,"&lt;/span&gt;&lt;/a&gt;&lt;span class="Apple-style-span" style="font-family: Georgia, 'Times New Roman', serif;"&gt; where he described a number of connections between the poem and the game and explained how certain game mechanics - like absolving or damning characters from the poem - reflect the themes of the &lt;/span&gt;&lt;i&gt;&lt;span class="Apple-style-span" style="font-family: Georgia, 'Times New Roman', serif;"&gt;Divine Comedy&lt;/span&gt;&lt;/i&gt;&lt;span class="Apple-style-span" style="font-family: Georgia, 'Times New Roman', serif;"&gt;. As a game, he implies, &lt;/span&gt;&lt;i&gt;&lt;span class="Apple-style-span" style="font-family: Georgia, 'Times New Roman', serif;"&gt;Dante's Inferno&lt;/span&gt;&lt;/i&gt;&lt;span class="Apple-style-span" style="font-family: Georgia, 'Times New Roman', serif;"&gt; is not that great; but with a copy of the poem nearby, there are a lot of &lt;/span&gt;&lt;a href="http://www.destructoid.com/playing-the-poem-a-tour-of-visceral-s-dante-s-inferno-164797.phtml"&gt;&lt;span class="Apple-style-span" style="font-family: Georgia, 'Times New Roman', serif;"&gt;cool flourishes&lt;/span&gt;&lt;/a&gt;&lt;span class="Apple-style-span" style="font-family: Georgia, 'Times New Roman', serif;"&gt; to look for and find. (This is true: Mrs. JPG enjoyed trawling Wikipedia for info on each of the poor souls I encountered, and helping me determine how to judge them for their sins.) Jeffries concludes with this piece of irony: Despite its emphasis on mass appeal, "the only people who will really enjoy the game are fans of the poem."&lt;/span&gt;&lt;br /&gt;&lt;span class="Apple-style-span" style="font-family: Georgia, 'Times New Roman', serif;"&gt;&lt;br /&gt;&lt;/span&gt; &lt;br /&gt;&lt;span class="Apple-style-span" style="font-family: Georgia, 'Times New Roman', serif;"&gt;Having been a lit major in college, I was appropriately scandalized when they turned &lt;/span&gt;&lt;i&gt;&lt;span class="Apple-style-span" style="font-family: Georgia, 'Times New Roman', serif;"&gt;Beowulf&lt;/span&gt;&lt;/i&gt;&lt;span class="Apple-style-span" style="font-family: Georgia, 'Times New Roman', serif;"&gt; into a shitty CG action movie, and I didn't even like that text. The idea of a videogame adaptation of the &lt;/span&gt;&lt;i&gt;&lt;span class="Apple-style-span" style="font-family: Georgia, 'Times New Roman', serif;"&gt;Inferno&lt;/span&gt;&lt;/i&gt;&lt;span class="Apple-style-span" style="font-family: Georgia, 'Times New Roman', serif;"&gt;, which I had loved, certainly rankled at first. (The PR nonsense didn't help.) But as I read Jeffries' piece and reflected on my own experience with &lt;/span&gt;&lt;i&gt;&lt;span class="Apple-style-span" style="font-family: Georgia, 'Times New Roman', serif;"&gt;Deadly Premonition&lt;/span&gt;&lt;/i&gt;&lt;span class="Apple-style-span" style="font-family: Georgia, 'Times New Roman', serif;"&gt;, another game with a rich setting and lousy mechanics, I thought: what the Hell. Maybe they've done something creative. After all, Dante's language is incredibly visual; the &lt;/span&gt;&lt;i&gt;&lt;span class="Apple-style-span" style="font-family: Georgia, 'Times New Roman', serif;"&gt;Inferno &lt;/span&gt;&lt;/i&gt;&lt;span class="Apple-style-span" style="font-family: Georgia, 'Times New Roman', serif;"&gt;could be fascinating territory for world-building.&lt;/span&gt;&lt;br /&gt;&lt;span class="Apple-style-span" style="font-family: Georgia, 'Times New Roman', serif;"&gt;&lt;br /&gt;&lt;/span&gt; &lt;br /&gt;&lt;span class="Apple-style-span" style="font-family: Georgia, 'Times New Roman', serif;"&gt;Instead, in the first two hours of the game, I got the following:&lt;/span&gt;&lt;br /&gt;&lt;ul&gt;&lt;li&gt;&lt;span class="Apple-style-span" style="font-family: Georgia, 'Times New Roman', serif;"&gt;An extravaganza of inexplicable button-mashing combat&lt;/span&gt;&lt;/li&gt;&lt;li&gt;&lt;span class="Apple-style-span" style="font-family: Georgia, 'Times New Roman', serif;"&gt;A duel with Death Himself that somehow did not involve &lt;/span&gt;&lt;a href="http://www.youtube.com/watch?v=n3gFIDiBq0E"&gt;&lt;span class="Apple-style-span" style="font-family: Georgia, 'Times New Roman', serif;"&gt;Battleship&lt;/span&gt;&lt;/a&gt;&lt;/li&gt;&lt;li&gt;&lt;span class="Apple-style-span" style="font-family: Georgia, 'Times New Roman', serif;"&gt;Tedious platforming sequences remixed with insipid puzzles&lt;/span&gt;&lt;/li&gt;&lt;li&gt;&lt;span class="Apple-style-span" style="font-family: Georgia, 'Times New Roman', serif;"&gt;Incongruously-styled motion comic backstory cutscenes&lt;/span&gt;&lt;/li&gt;&lt;li&gt;&lt;span class="Apple-style-span" style="font-family: Georgia, 'Times New Roman', serif;"&gt;Tits&lt;/span&gt;&lt;/li&gt;&lt;li&gt;&lt;span class="Apple-style-span" style="font-family: Georgia, 'Times New Roman', serif;"&gt;More tits &lt;/span&gt;&lt;/li&gt;&lt;li&gt;&lt;i&gt;&lt;span class="Apple-style-span" style="font-family: Georgia, 'Times New Roman', serif;"&gt;God of War Lite&lt;/span&gt;&lt;/i&gt;&lt;span class="Apple-style-span" style="font-family: Georgia, 'Times New Roman', serif;"&gt; boss battles&lt;/span&gt;&lt;/li&gt;&lt;li&gt;&lt;span class="Apple-style-span" style="font-family: Georgia, 'Times New Roman', serif;"&gt;More QTEs than you can shake a scythe at&lt;/span&gt;&lt;/li&gt;&lt;li&gt;&lt;span class="Apple-style-span" style="font-family: Georgia, 'Times New Roman', serif;"&gt;Glitchy Virgil&lt;/span&gt;&lt;/li&gt;&lt;li&gt;&lt;span class="Apple-style-span" style="font-family: Georgia, 'Times New Roman', serif;"&gt;Space Marine Mark Antony&lt;/span&gt;&lt;/li&gt;&lt;li&gt;&lt;span class="Apple-style-span" style="font-family: Georgia, 'Times New Roman', serif;"&gt;Blade-armed Hellbabies spilling out of MegaCleopatra's nipples&lt;/span&gt;&lt;/li&gt;&lt;li&gt;&lt;span class="Apple-style-span" style="font-family: Georgia, 'Times New Roman', serif;"&gt;Vagina demons/penis pillars&lt;/span&gt;&lt;/li&gt;&lt;li&gt;&lt;a href="http://en.wikipedia.org/wiki/Jesus_Christ_Vampire_Hunter"&gt;&lt;span class="Apple-style-span" style="font-family: Georgia, 'Times New Roman', serif;"&gt;The Power of Christ Impales You&lt;/span&gt;&lt;/a&gt;&lt;/li&gt;&lt;/ul&gt;&lt;table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"&gt;&lt;tbody&gt;&lt;tr&gt;&lt;td style="text-align: center;"&gt;&lt;a href="http://1.bp.blogspot.com/-yruuPfxFxvY/TVWN-y3qplI/AAAAAAAAAIw/SAogpHR5mKM/s1600/Dantes-Inferno-001.jpg" style="margin-left: auto; margin-right: auto;"&gt;&lt;span class="Apple-style-span" style="font-family: Georgia, 'Times New Roman', serif;"&gt;&lt;img border="0" height="240" src="http://1.bp.blogspot.com/-yruuPfxFxvY/TVWN-y3qplI/AAAAAAAAAIw/SAogpHR5mKM/s400/Dantes-Inferno-001.jpg" width="400" /&gt;&lt;/span&gt;&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td class="tr-caption" style="text-align: center;"&gt;&lt;i&gt;&lt;span class="Apple-style-span" style="font-family: Georgia, 'Times New Roman', serif;"&gt;&lt;span class="Apple-style-span" style="font-size: small;"&gt;"Best three out of five!"&lt;/span&gt;&lt;/span&gt;&lt;/i&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;span class="Apple-style-span" style="font-family: Georgia, 'Times New Roman', serif;"&gt;And in the latest edition of OMG What Have I Done To My Wife, this choice quote from Mrs. JPG:&lt;/span&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;ul&gt;&lt;li&gt;&lt;span class="Apple-style-span" style="font-family: Georgia, 'Times New Roman', serif;"&gt;"So...how is this game &lt;/span&gt;&lt;i&gt;&lt;span class="Apple-style-span" style="font-family: Georgia, 'Times New Roman', serif;"&gt;not &lt;/span&gt;&lt;/i&gt;&lt;span class="Apple-style-span" style="font-family: Georgia, 'Times New Roman', serif;"&gt;Japanese?"&lt;/span&gt;&lt;/li&gt;&lt;/ul&gt;&lt;/div&gt;&lt;div class="MsoNormal"&gt;&lt;span class="Apple-style-span" style="font-family: Georgia, 'Times New Roman', serif;"&gt;Facetiousness aside, the biggest issue with &lt;/span&gt;&lt;i&gt;&lt;span class="Apple-style-span" style="font-family: Georgia, 'Times New Roman', serif;"&gt;Dante's Inferno&lt;/span&gt;&lt;/i&gt;&lt;span class="Apple-style-span" style="font-family: Georgia, 'Times New Roman', serif;"&gt; so far is that Visceral just picked the wrong genre. Nothing about the poem recommends itself to a hack-'n-slash more than to, say, an adventure game. The sacrilege here is not appropriating a literary masterpiece&lt;/span&gt;&lt;i&gt;&lt;span class="Apple-style-span" style="font-family: Georgia, 'Times New Roman', serif;"&gt; &lt;/span&gt;&lt;/i&gt;&lt;span class="Apple-style-span" style="font-family: Georgia, 'Times New Roman', serif;"&gt;for a videogame, or even reformulating the plot and characters. It's appropriating &lt;/span&gt;&lt;i&gt;&lt;span class="Apple-style-span" style="font-family: Georgia, 'Times New Roman', serif;"&gt;this particular&lt;/span&gt;&lt;/i&gt;&lt;span class="Apple-style-span" style="font-family: Georgia, 'Times New Roman', serif;"&gt; masterpiece for &lt;/span&gt;&lt;i&gt;&lt;span class="Apple-style-span" style="font-family: Georgia, 'Times New Roman', serif;"&gt;this particular&lt;/span&gt;&lt;/i&gt;&lt;span class="Apple-style-span" style="font-family: Georgia, 'Times New Roman', serif;"&gt; kind of game.&lt;/span&gt;&lt;br /&gt;&lt;span class="Apple-style-span" style="font-family: Georgia, 'Times New Roman', serif;"&gt;&lt;br /&gt;&lt;/span&gt; &lt;br /&gt;&lt;span class="Apple-style-span" style="font-family: Georgia, 'Times New Roman', serif;"&gt;Witness the following statements from creative director Jonathan Knight, who spoke to Gamasutra in this &lt;/span&gt;&lt;a href="http://www.gamasutra.com/view/feature/4266/the_road_to_hell_the_creative_.php?page=2"&gt;&lt;span class="Apple-style-span" style="font-family: Georgia, 'Times New Roman', serif;"&gt;pillow-soft interview&lt;/span&gt;&lt;/a&gt;&lt;span class="Apple-style-span" style="font-family: Georgia, 'Times New Roman', serif;"&gt;:&lt;/span&gt;&lt;/div&gt;&lt;blockquote&gt;&lt;div class="MsoNormal"&gt;&lt;span class="Apple-style-span" style="font-family: Georgia, 'Times New Roman', serif;"&gt;Again, it's an action game, and it's a game in which you do a lot of combat, and that combat is the heart of the game; that's what it is, first and foremost, and that's why it's entertaining, is that the combat feels so good. &lt;/span&gt;&lt;/div&gt;&lt;/blockquote&gt;&lt;blockquote&gt;&lt;div class="MsoNormal"&gt;&lt;span class="Apple-style-span" style="font-family: Georgia, 'Times New Roman', serif;"&gt;And so, we absolutely had to craft a narrative around a very aggressive protagonist with supernatural weapons, and the ability to break into Hell and fight through the nine circles. So, knowing that that's what video games are, and that's what video games are going to be, we definitely had to craft a narrative around that.&lt;/span&gt;&lt;/div&gt;&lt;/blockquote&gt;&lt;blockquote&gt;&lt;div class="MsoNormal"&gt;&lt;/div&gt;&lt;/blockquote&gt;&lt;span class="Apple-style-span" style="font-family: Georgia, 'Times New Roman', serif;"&gt;Not sure that &lt;/span&gt;&lt;i&gt;&lt;span class="Apple-style-span" style="font-family: Georgia, 'Times New Roman', serif;"&gt;Dante's Inferno&lt;/span&gt;&lt;/i&gt;&lt;span class="Apple-style-span" style="font-family: Georgia, 'Times New Roman', serif;"&gt;'s combat actually does feel good, but regardless, I understand the idea. If you're making an action game, it's common practice to feature a badass power fantasy protagonist. And it's okay, then, to stretch the boundaries of the fiction in service of fun gameplay. Got it.&lt;/span&gt;&lt;br /&gt;&lt;span class="Apple-style-span" style="font-family: Georgia, 'Times New Roman', serif;"&gt;&lt;br /&gt;&lt;/span&gt; &lt;br /&gt;&lt;span class="Apple-style-span" style="font-family: Georgia, 'Times New Roman', serif;"&gt;The fact remains that none of this preposterous stretching - the slaying of Death with his own magical scythe, the slaughtering of endless identical minions, the use of collected souls to upgrade combos, the health-restoring fountains found all over &lt;/span&gt;&lt;i&gt;&lt;span class="Apple-style-span" style="font-family: Georgia, 'Times New Roman', serif;"&gt;Hell&lt;/span&gt;&lt;/i&gt;&lt;span class="Apple-style-span" style="font-family: Georgia, 'Times New Roman', serif;"&gt; - would be necessary if they had not chosen to make a damn action game. Visceral designed themselves into a corner. This, more than the marketing campaign, was the real bonehead move.&lt;/span&gt;&lt;br /&gt;&lt;span class="Apple-style-span" style="font-family: Georgia, 'Times New Roman', serif;"&gt;&lt;br /&gt;&lt;/span&gt; &lt;br /&gt;&lt;span class="Apple-style-span" style="font-family: Georgia, 'Times New Roman', serif;"&gt;I agree with Jeffries that there are some interesting things going on in the environments, especially with how the designers chose to represent certain characters and locations visually. I actually liked their version of Cerberus as a bizarre H.R. Geiger sandworm alien, with its hundred chomping mouths, guarding the entry to the Gluttony level. That makes sense thematically, if not narratively.&lt;/span&gt;&lt;br /&gt;&lt;span class="Apple-style-span" style="font-family: Georgia, 'Times New Roman', serif;"&gt;&lt;br /&gt;&lt;/span&gt; &lt;br /&gt;&lt;span class="Apple-style-span" style="font-family: Georgia, 'Times New Roman', serif;"&gt;But what makes the bulleted list above so silly is that so many of the elements in &lt;/span&gt;&lt;i&gt;&lt;span class="Apple-style-span" style="font-family: Georgia, 'Times New Roman', serif;"&gt;Dante's Inferno&lt;/span&gt;&lt;/i&gt;&lt;span class="Apple-style-span" style="font-family: Georgia, 'Times New Roman', serif;"&gt; appear to have been inserted explicitly for action-game shock/coolness value. Killing babies! Giant wall-mounted genitalia! Blood! Boobs! Regardless of whether we'd seen them before in the &lt;/span&gt;&lt;i&gt;&lt;span class="Apple-style-span" style="font-family: Georgia, 'Times New Roman', serif;"&gt;God of War&lt;/span&gt;&lt;/i&gt;&lt;span class="Apple-style-span" style="font-family: Georgia, 'Times New Roman', serif;"&gt; series, there's no consistent thematic or symbolic value there, as far as I can tell thus far. Dante's set of interactions is limited to looking at things, climbing over/around them, and killing them. The player's set of responses is limited to "Ugh!" or "Sweet!"&lt;/span&gt;&lt;br /&gt;&lt;span class="Apple-style-span" style="font-family: Georgia, 'Times New Roman', serif;"&gt;&lt;br /&gt;&lt;/span&gt; &lt;br /&gt;&lt;span class="Apple-style-span" style="font-family: Georgia, 'Times New Roman', serif;"&gt;By their nature, action games are, with rare exceptions, intellectually lean. The &lt;/span&gt;&lt;i&gt;&lt;span class="Apple-style-span" style="font-family: Georgia, 'Times New Roman', serif;"&gt;Divine Comedy&lt;/span&gt;&lt;/i&gt;&lt;span class="Apple-style-span" style="font-family: Georgia, 'Times New Roman', serif;"&gt; is not. Imagine how much richer the experience would have been had &lt;/span&gt;&lt;i&gt;&lt;span class="Apple-style-span" style="font-family: Georgia, 'Times New Roman', serif;"&gt;Dante's Inferno&lt;/span&gt;&lt;/i&gt;&lt;span class="Apple-style-span" style="font-family: Georgia, 'Times New Roman', serif;"&gt; followed suit.&lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/2121546376350658477-4376085965809370338?l=infinitelag.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://infinitelag.blogspot.com/feeds/4376085965809370338/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://infinitelag.blogspot.com/2011/02/liberate-me-ex-inferno.html#comment-form' title='3 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/2121546376350658477/posts/default/4376085965809370338'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/2121546376350658477/posts/default/4376085965809370338'/><link rel='alternate' type='text/html' href='http://infinitelag.blogspot.com/2011/02/liberate-me-ex-inferno.html' title='Liberate Me Ex Inferno'/><author><name>J.P. Grant</name><uri>http://www.blogger.com/profile/10359445806017817088</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://3.bp.blogspot.com/_AMFXeEK5E28/S8NpJUygTZI/AAAAAAAAAAY/w7_Fo8G6uMM/S220/n835749094_714454_8272.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://1.bp.blogspot.com/-fvkU1DeUdvI/TVVzsMZeRWI/AAAAAAAAAIs/b03Xb--FWmo/s72-c/dantesinferno_11260582867.jpg' height='72' width='72'/><thr:total>3</thr:total></entry><entry><id>tag:blogger.com,1999:blog-2121546376350658477.post-6672023371777206609</id><published>2011-02-04T11:00:00.019-05:00</published><updated>2011-02-04T11:00:05.006-05:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Halo'/><category scheme='http://www.blogger.com/atom/ns#' term='Half-Life 2'/><category scheme='http://www.blogger.com/atom/ns#' term='Dead Space'/><category scheme='http://www.blogger.com/atom/ns#' term='Assassin&apos;s Creed II'/><category scheme='http://www.blogger.com/atom/ns#' term='Portal'/><category scheme='http://www.blogger.com/atom/ns#' term='Singularity'/><category scheme='http://www.blogger.com/atom/ns#' term='BioShock'/><category scheme='http://www.blogger.com/atom/ns#' term='Fallout 3'/><title type='text'>The Sincerest Form of Flattery</title><content type='html'>Raven Software's &lt;i&gt;Singularity&lt;/i&gt; is technically an original IP. But playing through the game, as I did this week, it's difficult to call it anything other than pastiche.&lt;br /&gt;&lt;br /&gt;That doesn't mean I didn't enjoy it, of course. For a paint-by-numbers FPS, it was entertaining enough, with some nifty animations and satisfying, if unoriginal, action. It was quick and fun and utterly familiar, a Hershey's Kiss of a game.&lt;br /&gt;&lt;br /&gt;What should be unique about &lt;i&gt;Singularity&lt;/i&gt; is its core mechanic: manipulating time. The setup in brief:&amp;nbsp;Your American soldier, abandoned in 2010 on a Russian island home to a secret experimental facility that went supernova back in the mid-50s, acquires a Time Manipulation Device (TMD), powered by &lt;s&gt;unobtanium&lt;/s&gt; E99, a mysterious element found only on the island. With this Power Glove he can age or "revert" objects, people, and the requisite vestigial mutants inhabiting the facility. Fire at a soldier, for example, and he'll age to dust before your eyes.&lt;br /&gt;&lt;br /&gt;&lt;table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"&gt;&lt;tbody&gt;&lt;tr&gt;&lt;td style="text-align: center;"&gt;&lt;a href="http://4.bp.blogspot.com/_AMFXeEK5E28/TUtj8iP64pI/AAAAAAAAAIc/HfOhPNrFW_4/s1600/Singularity1.jpg" imageanchor="1" style="margin-left: auto; margin-right: auto;"&gt;&lt;img border="0" height="237" src="http://4.bp.blogspot.com/_AMFXeEK5E28/TUtj8iP64pI/AAAAAAAAAIc/HfOhPNrFW_4/s400/Singularity1.jpg" width="400" /&gt;&lt;/a&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td class="tr-caption" style="text-align: center;"&gt;&lt;i&gt;Now you're playing with power, indeed.&lt;/i&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;The TMD is also handy for solving environmental puzzles, which are generally so simple and repetitive as to be laughable. Revert a collapsed crate to its unbroken state and use it to jump up to the ledge above you. Collapse the crate again, grab it using the TMD's gravity-manipulation power, and squeeze it through a small crevice so you can use it in the next room. Rinse and repeat.&lt;br /&gt;&lt;br /&gt;The problem, as I'm sure every review has pointed out, is that the TMD only works on certain highlighted objects. That makes sense - you wouldn't want to fall through the floor every time you accidentally tapped the bumper - but it does lead to some incredibly constrained puzzle design. If I was stumped for more than a few seconds at any point during &lt;i&gt;Singularity&lt;/i&gt;, I don't recall it. The level design is not so much bad as just remarkably uninspired. The ability to manipulate time should be a selling point, allowing the player a wealth of creative opportunities. Instead we get the same tired set of interactions over and over. So I suppose time is being manipulated, in the same way it was for Bill Murray in &lt;i&gt;Groundhog Day&lt;/i&gt;.&lt;br /&gt;&lt;br /&gt;Naturally, you'll do your share of time-traveling throughout the course of the B-movie story, and there are a few neat little setpieces along the way. Nothing that'll make your brain hurt, but some cool, if way too familiar, sci-fi flourishes.&lt;br /&gt;&lt;br /&gt;That's the thing that defines &lt;i&gt;Singularity&lt;/i&gt;: like Bill Murray's bedraggled weatherman, we can't help feeling like we've been here before. And with good reason: &lt;i&gt;Singularity&lt;/i&gt; steals from other recent high-profile games with such brazenness and regularity that it's actually quite endearing. It's so obvious about its thievery that in a few instances,&amp;nbsp;it even confused Mrs. JPG&amp;nbsp;into thinking I was playing a different game.&lt;br /&gt;&lt;br /&gt;There's the ghostly figures echoing through time, for example,&lt;br /&gt;&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://3.bp.blogspot.com/_AMFXeEK5E28/TUttGCXUDXI/AAAAAAAAAIg/UnY8RudyB0s/s1600/singularity2.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="250" src="http://3.bp.blogspot.com/_AMFXeEK5E28/TUttGCXUDXI/AAAAAAAAAIg/UnY8RudyB0s/s400/singularity2.jpg" width="400" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;which are reminiscent of the "bleeding effect" between Desmond and Ezio in &lt;i&gt;Assassin's Creed II&lt;/i&gt;. And even casual observers can see the similarities between "time rifts" in &lt;i&gt;Singularity&lt;/i&gt; and the orange portals from a certain Valve blockbuster:&lt;br /&gt;&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://1.bp.blogspot.com/_AMFXeEK5E28/TUtuE2CvHkI/AAAAAAAAAIk/gqYHlnjzzSU/s1600/Singularity3.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="225" src="http://1.bp.blogspot.com/_AMFXeEK5E28/TUtuE2CvHkI/AAAAAAAAAIk/gqYHlnjzzSU/s400/Singularity3.jpg" width="400" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;They even use light blue and orange as visual cues for reversion and aging on the targeting reticule. You know, like a certain Aperture Science Handheld Device?&lt;br /&gt;&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://2.bp.blogspot.com/_AMFXeEK5E28/TUtvN-5ccAI/AAAAAAAAAIo/SDcL_t_3iZk/s1600/singularity4.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="300" src="http://2.bp.blogspot.com/_AMFXeEK5E28/TUtvN-5ccAI/AAAAAAAAAIo/SDcL_t_3iZk/s400/singularity4.jpg" width="400" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;Of course, there's the question of how much of the theft was intentional. I don't know a thing about&amp;nbsp;&lt;i&gt;Singularity&lt;/i&gt;'s development cycle. It's possible none of these elements were purposefully nicked, but given the very obvious &lt;i&gt;Borat&lt;/i&gt; reference found in a late level, I doubt the designers weren't aware of what they were doing. To quote my favorite composer, Igor Stravinsky, "Good composers borrow. Great composers steal."&lt;br /&gt;&lt;br /&gt;I happen to like pastiche every so often. Maybe there's some part of me that craves the familiarity of the known quantity. There's something oddly comforting about &lt;i&gt;Singularity&lt;/i&gt;&amp;nbsp;in that way; you know it's retreading the trodden path, but it's nice to find yourself in familiar surroundings.&lt;br /&gt;&lt;br /&gt;Below I've collected some of &lt;i&gt;Singularity&lt;/i&gt;'s more egregious and enjoyable thieveries. What else have I forgotten? Let me know in the comments.&lt;br /&gt;&lt;br /&gt;&lt;b&gt;&lt;i&gt;Singularity &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp;BioShock&lt;/i&gt;&amp;nbsp;&amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp;&amp;nbsp;&lt;/b&gt;&lt;br /&gt;Giant tape recorder audio logs &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp;Giant tape recorder audio logs&lt;br /&gt;E99 Tech &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; ADAM&lt;br /&gt;Bio-Formulas &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp;Tonics&lt;br /&gt;Augmenter &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp;Gatherer's Garden&lt;br /&gt;Encourages scavenging &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp;Encourages the crap out of scavenging&lt;br /&gt;&lt;br /&gt;&amp;nbsp;&amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp;&amp;nbsp;&lt;i&gt;&lt;b&gt;Dead Space&lt;/b&gt;&lt;/i&gt;&lt;br /&gt;Chrono-ping &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp;Holographic pathfinder line&lt;br /&gt;Reverts &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; Necromorphs&lt;br /&gt;Giant monster boss fights &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp;Giant monster boss fights&lt;br /&gt;TMD gravity manipulation &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp;Kinesis&lt;br /&gt;&lt;br /&gt;&amp;nbsp;&amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &lt;b&gt;&lt;i&gt;Halo&lt;/i&gt;&lt;/b&gt;&lt;br /&gt;Phase Ticks &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp;Flood parasites&lt;br /&gt;&lt;br /&gt;&amp;nbsp;&amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &lt;b&gt;&lt;i&gt;Fallout 3&lt;/i&gt;&lt;/b&gt;&lt;br /&gt;Seeker slo-mo animations &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; VATS death animations&lt;br /&gt;Hero Perks &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp;Perks&lt;br /&gt;Alternate 1950s future tech dystopia &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; Better alt. 1950s future tech dystopia&lt;br /&gt;&lt;br /&gt;&amp;nbsp;&amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp;&lt;b&gt;&lt;i&gt;Half-Life 2&lt;/i&gt;&lt;/b&gt;&lt;br /&gt;"Interactive cutscenes" w/ NPCs &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; Better&amp;nbsp;"interactive cutscenes" w/ NPCs&lt;br /&gt;TMD gravity manipulation &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp;Gravity Gun&lt;br /&gt;TMD gets supercharged at end &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp; Gravity Gun gets supercharged at end&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/2121546376350658477-6672023371777206609?l=infinitelag.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://infinitelag.blogspot.com/feeds/6672023371777206609/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://infinitelag.blogspot.com/2011/02/sincerest-form-of-flattery.html#comment-form' title='4 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/2121546376350658477/posts/default/6672023371777206609'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/2121546376350658477/posts/default/6672023371777206609'/><link rel='alternate' type='text/html' href='http://infinitelag.blogspot.com/2011/02/sincerest-form-of-flattery.html' title='The Sincerest Form of Flattery'/><author><name>J.P. Grant</name><uri>http://www.blogger.com/profile/10359445806017817088</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://3.bp.blogspot.com/_AMFXeEK5E28/S8NpJUygTZI/AAAAAAAAAAY/w7_Fo8G6uMM/S220/n835749094_714454_8272.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://4.bp.blogspot.com/_AMFXeEK5E28/TUtj8iP64pI/AAAAAAAAAIc/HfOhPNrFW_4/s72-c/Singularity1.jpg' height='72' width='72'/><thr:total>4</thr:total></entry><entry><id>tag:blogger.com,1999:blog-2121546376350658477.post-3643662111955228093</id><published>2011-01-26T15:40:00.000-05:00</published><updated>2011-01-26T15:40:45.259-05:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Kill Screen'/><category scheme='http://www.blogger.com/atom/ns#' term='Just Cause 2'/><title type='text'>Cleared For Takeoff</title><content type='html'>&lt;table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"&gt;&lt;tbody&gt;&lt;tr&gt;&lt;td style="text-align: center;"&gt;&lt;img border="0" height="206" src="http://1.bp.blogspot.com/_AMFXeEK5E28/TUA_2RelnpI/AAAAAAAAAIQ/-exlBKLnZ7M/s400/just-cause-2-screen.jpg" style="margin-left: auto; margin-right: auto;" width="400" /&gt;&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td class="tr-caption" style="text-align: center;"&gt;&lt;i&gt;NOT York.&lt;/i&gt;&lt;/td&gt;&lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&lt;i&gt;Deadly Premonition&lt;/i&gt; might have been fun to play and write about, but did York ever surf a plane? Thought not.&lt;br /&gt;&lt;br /&gt;The game I spent the most time with while writing the GOTY series, mostly in an effort to maintain my sanity, was &lt;i&gt;Just Cause 2&lt;/i&gt;. I'd borrowed it from the library over the &lt;a href="http://infinitelag.blogspot.com/2010/08/in-rotation-august-2010.html"&gt;summer&lt;/a&gt; and finally bought a cheap copy a month or two ago. What a fantastic piece of B-movie candy that game is.&lt;br /&gt;&lt;br /&gt;In case you're not familiar with the premise, you star as Rico Rodriguez, secret agent of some indeterminate type, who's sent to the fictional South Pacific island of Panau to blow shit up in the name of freedom and democracy, or something. The story is unapologetically shallow. By sabotaging military equipment and government property, you earn "Chaos," which translates into new missions and money. The game's a completionist's nightmare, with a massive map featuring 368 locations to discover and destroy.&lt;br /&gt;&lt;br /&gt;Yet it miraculously never stops being fun. Traversal, that bane of open-world games, is never monotonous, mostly because of the unique mechanic for getting around. By deploying Rico's arm-mounted grappling hook and infinite parachutes in rhythm, you're able to slingshot your way across hundreds of meters with ease. Appropriating a passing vehicle - even, say, a fighter jet - is a breeze, thanks to your trusty grappling hook and a few well-placed punches to the erstwhile driver's face. And of course, if you tire of your current vehicle, you can always grapple onto something else or bail out using one of your parachutes.&lt;br /&gt;&lt;br /&gt;Naturally, just tooling around Panau is the big draw. It also doesn't hurt that the environments are gorgeous to look at.&lt;br /&gt;&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://1.bp.blogspot.com/_AMFXeEK5E28/TUBG1mGeLfI/AAAAAAAAAIU/MjNLb-C5kKc/s1600/1048502-justcause2_01_super.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="223" src="http://1.bp.blogspot.com/_AMFXeEK5E28/TUBG1mGeLfI/AAAAAAAAAIU/MjNLb-C5kKc/s400/1048502-justcause2_01_super.jpg" width="400" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;There's something refreshingly endearing about &lt;i&gt;Just Cause 2&lt;/i&gt;'s approach. It's so cartoonish and over the top that pesky issues like adherence to the laws of physics or the limits of human anatomy can safely be ignored. Those, and the whole clandestine imperialist sabotage of a sovereign nation thing.&lt;br /&gt;&lt;br /&gt;One of my favorite things to do in &lt;i&gt;Just Cause 2&lt;/i&gt; is hijack airplanes. Competent piloting skills aren't required when you can ditch your ride at any time. Most of the aircraft you typically encounter are military - various kinds of helicopters and fighter jets. It wasn't until probably 15 hours into the game that I realized there were commercial planes to steal as well. Presumably with full loads of passengers on board.&lt;br /&gt;&lt;br /&gt;After a bad experience with engine trouble over the Pacific a few years back, air travel and I have not been great pals. The last thing I should be joking about is plane crashes. So it was pretty weird to hear myself addressing my terrified passengers over the imaginary PA as my onscreen avatar commandeered their aircraft. "Ladies and gentlemen, this is your hijacker speaking," I crooned to the screen. Watching me, Mrs. JPG was convinced I was having either a psychological breakthrough or a psychotic break.&lt;br /&gt;&lt;br /&gt;Fortunately, it was the former. I even managed to work up some of that banter into a little riff for &lt;a href="http://www.killscreenmagazine.com/articles/ladies-and-gentlemen-your-hijacker-speaking"&gt;&lt;i&gt;Kill Screen&lt;/i&gt;&lt;/a&gt;. &lt;br /&gt;&lt;br /&gt;Writing that goofy piece was oddly therapeutic. The worst part of fear of flying, most sufferers will tell you, is feeling a lack of control. It doesn't matter that you are far more likely to die in a car crash on your way to the airport than you are in an accident on a commercial airline, or that you'd have to &lt;a href="http://www.fearofflyinghelp.com/lesson4.shtml"&gt;fly once a day for 22,000 years to die on a flight operated by a U.S. company&lt;/a&gt;. Statistics lose meaning when the heart starts racing. You're still putting your life in someone else's hands.&lt;br /&gt;&lt;br /&gt;&lt;i&gt;Just Cause 2&lt;/i&gt; provided a strangely welcome inversion of that fear. I could literally swing in through the cockpit window if I felt like taking the yoke. Or I could surf on top of the plane, &lt;a href="http://www.youtube.com/watch?v=9vH-MDHuYsM&amp;amp;feature=related"&gt;&lt;i&gt;Teen Wolf&lt;/i&gt;-style&lt;/a&gt;, while the pilot guided it to its destination. Or I could hijack the aircraft, toss out the pilot, and &lt;i&gt;then &lt;/i&gt;surf on top. Captain Rico was in command.&lt;br /&gt;&lt;br /&gt;Thing is, I never bothered trying to land stolen F-14s. Panau's mountainsides and rivers are littered with their carcasses. I was content to send flaming helicopters plummeting into gas stations, chuckling as the resultant fireball sent bodies flying. I've probably killed 2,500 soldiers this playthrough, some by means as exotic as "crushing with a giant stone statue head winched to an SUV."&lt;br /&gt;&lt;br /&gt;And yet the only time I mourned the loss of virtual life was when my Aeroliner 474 missed the runway at Panau International Airport. That's one fireball I'm not proud of.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/2121546376350658477-3643662111955228093?l=infinitelag.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://infinitelag.blogspot.com/feeds/3643662111955228093/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://infinitelag.blogspot.com/2011/01/cleared-for-takeoff.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/2121546376350658477/posts/default/3643662111955228093'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/2121546376350658477/posts/default/3643662111955228093'/><link rel='alternate' type='text/html' href='http://infinitelag.blogspot.com/2011/01/cleared-for-takeoff.html' title='Cleared For Takeoff'/><author><name>J.P. Grant</name><uri>http://www.blogger.com/profile/10359445806017817088</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://3.bp.blogspot.com/_AMFXeEK5E28/S8NpJUygTZI/AAAAAAAAAAY/w7_Fo8G6uMM/S220/n835749094_714454_8272.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://1.bp.blogspot.com/_AMFXeEK5E28/TUA_2RelnpI/AAAAAAAAAIQ/-exlBKLnZ7M/s72-c/just-cause-2-screen.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-2121546376350658477.post-5114653813329929334</id><published>2011-01-24T18:50:00.036-05:00</published><updated>2011-01-24T19:07:37.181-05:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Resident Evil'/><category scheme='http://www.blogger.com/atom/ns#' term='Deadly Premonition'/><category scheme='http://www.blogger.com/atom/ns#' term='GOTY'/><category scheme='http://www.blogger.com/atom/ns#' term='Silent Hill'/><title type='text'>Wrapping Up Deadly Premonition, and a Special Conversation</title><content type='html'>&lt;div class="separator" style="clear: both; font-family: inherit; text-align: center;"&gt;&lt;a href="http://1.bp.blogspot.com/_AMFXeEK5E28/TT2im7AV3lI/AAAAAAAAAIM/bQ38mcKbVuw/s1600/170150-header.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="225" src="http://1.bp.blogspot.com/_AMFXeEK5E28/TT2im7AV3lI/AAAAAAAAAIM/bQ38mcKbVuw/s400/170150-header.jpg" width="400" /&gt;&amp;nbsp;&lt;/a&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;span class="Apple-style-span" style="font-family: inherit;"&gt;&lt;br /&gt;&lt;/span&gt; &lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: left;"&gt;&lt;span class="Apple-style-span" style="font-family: inherit;"&gt;A full month(!) of posts later, it's time to raise my glass and toast &lt;/span&gt;&lt;i&gt;&lt;span class="Apple-style-span" style="font-family: inherit;"&gt;Deadly Premonition&lt;/span&gt;&lt;/i&gt;&lt;span class="Apple-style-span" style="font-family: inherit;"&gt; goodnight. Turns out there may actually be other games worth writing about. Who knew?&lt;/span&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; font-family: inherit; text-align: left;"&gt;&lt;span style="font-size: small;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; font-family: inherit; text-align: left;"&gt;&lt;span class="Apple-style-span" style="font-family: inherit;"&gt;But before I &lt;/span&gt;&lt;span class="Apple-style-span" style="font-family: inherit;"&gt;bid&lt;/span&gt; York adieu, I want to share one of the many great &lt;a href="http://infinitelag.blogspot.com/2011/01/goty-reason-7-embracing-ambiguity.html"&gt;conversations&lt;/a&gt; I've had about the game. Shortly after finishing &lt;i&gt;Deadly Premonition&lt;/i&gt;, I enlisted fellow &lt;a href="http://www.gamerswithjobs.com/"&gt;GWJer&lt;/a&gt; and indie game developer Bredon "&lt;a href="http://switchbreak.net/"&gt;Switchbreak&lt;/a&gt;" Clay - who did &lt;i&gt;not &lt;/i&gt;like the game - to share his thoughts. His analysis of the game is quite sophisticated, and forms a great counterpoint to my own. Because it's all kinds of spoilery and pretty lengthy, our interview is hidden behind the jump. Again: If you haven't yet finished the game, &lt;i&gt;please &lt;/i&gt;don't read this just yet. Spoilers aside, it may not make a lot of sense until you've seen how York's story plays out.&lt;/div&gt;&lt;div class="separator" style="clear: both; font-family: inherit; text-align: left;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; font-family: inherit; text-align: left;"&gt;One more thing: I want to say a quick thanks to all the folks who have inspired and supported this series, which has been a blast to write. So, to Bredon, &lt;a href="http://outsideyourheaven.blogspot.com/"&gt;Matt Weise&lt;/a&gt;, &lt;a href="http://www.gamecritics.com/daniel-weissenberger/deadly-premonition-is-the-game-of-the-year-part-1"&gt;Danny Weissenberger&lt;/a&gt;, &lt;a href="http://drinkingcoffeecola.blogspot.com/"&gt;Brad Gallaway&lt;/a&gt;, &lt;a href="http://tinysubversions.com/2011/01/soap-opera/"&gt;Darius Kazemi&lt;/a&gt;, &lt;a href="http://kirbybits.wordpress.com/2011/01/19/here-is-a-game-deadly-premonition/"&gt;Courtney Stanton&lt;/a&gt;, &lt;a href="http://jumpingmoustache.blogspot.com/"&gt;Jeffrey Matulef&lt;/a&gt;, &lt;a href="http://www.kirkhamilton.com/"&gt;Kirk Hamilton&lt;/a&gt;, &lt;a href="http://www.dreamdawn.com/sh/info.php?name=Deadly+Premonition%2CRed+Seeds+Profile"&gt;Chris Pruett&lt;/a&gt;, &lt;a href="http://reflectionsonfilmandtelevision.blogspot.com/"&gt;John Kenneth Muir&lt;/a&gt;, &lt;a href="http://twitter.com/#%21/stillgray"&gt;Ian Miles Cheong&lt;/a&gt;, &lt;a href="http://twitter.com/#%21/simonFerrari"&gt;Simon Ferrari&lt;/a&gt;, and anyone else I've forgotten - may your coffees be ever full of FK.&amp;nbsp;&lt;/div&gt;&lt;div class="separator" style="clear: both; font-family: inherit; text-align: left;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; font-family: inherit; text-align: left;"&gt;Special thanks are also in order to the proprietors of two &lt;i&gt;Deadly Premonition&lt;/i&gt; fansites, &lt;a href="http://twitter.com/#%21/Chemi_Ro"&gt;Whitney&lt;/a&gt; of &lt;a href="http://greenvale.shshatteredmemories.com/"&gt;Welcome to Greenvale&lt;/a&gt; and &lt;a href="http://twitter.com/#%21/PlanetREDWOOD"&gt;Animagess&lt;/a&gt; of &lt;a href="http://planetredwood.webs.com/"&gt;Planet REDWOOD&lt;/a&gt;, for their terrific collections.&lt;/div&gt;&lt;div class="separator" style="clear: both; font-family: inherit; text-align: left;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; font-family: inherit; text-align: left;"&gt;Now be careful, Zach. Spoilers ahoy.&lt;/div&gt;&lt;div class="separator" style="clear: both; font-family: inherit; text-align: left;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; font-family: inherit; text-align: left;"&gt;&lt;/div&gt;&lt;a name='more'&gt;&lt;/a&gt;&lt;div style="font-family: inherit;"&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; font-family: inherit; text-align: left;"&gt;&lt;span style="font-size: small;"&gt;&lt;b&gt;JPG: &lt;/b&gt;You mentioned you finished the game even though you didn't like it.  What was the primary factor that led you to do that?&lt;/span&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; font-family: inherit; text-align: left;"&gt;&lt;span style="font-size: small;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; font-family: inherit; text-align: left;"&gt;&lt;span style="font-size: small;"&gt;&lt;b&gt;Switchbreak:&lt;/b&gt;&lt;/span&gt;&lt;span style="font-family: 'Helvetica Neue', Arial, Helvetica, sans-serif; font-size: small;"&gt; &lt;/span&gt;&lt;span style="font-family: inherit; font-size: small;"&gt;There is something about the game that is, for lack  of a better term, adorably broken. Plus, I continually hoped against hope that  somehow all the insane disparate parts would be brought together in an ending  that acknowledges the insanity of what happened previously. Instead I get Goku  Sheriff George and a rote ten-story tall boss monster. The ending was insane,  but in a "you're watching a bad anime" sort of way, not a "holy shit" sort of  way.&lt;/span&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; font-family: inherit; text-align: left;"&gt;&lt;span style="font-size: small;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; font-family: inherit; text-align: left;"&gt;&lt;span style="font-size: small;"&gt;&lt;b&gt;JPG: &lt;/b&gt;Yeah, I kinda felt the same way, at least about the "game" parts of  the ending. Like with LOST's last season and especially the finale, it  all of a sudden felt like I was watching a different kind of show. The  X-Files conspiracy theory/future-science track was essentially abandoned  for this immortal demigod/purgatory stuff that came out of nowhere. "No  Olympics For You" George and Mega-Kaysen were a pretty clear reminder  that, hey, JAPAN, you know? What disappointed me  about those boss fights was that by nature of what they were -  protracted, climactic battles against quintessentially Japanese mutant  monster men - they took me out of that symbolic David Lynch mode of interpretation and  shoved me back into the (as you said) rote boss-fight mode.&lt;/span&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; font-family: inherit; text-align: left;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; font-family: inherit; text-align: left;"&gt;&lt;span style="font-size: small;"&gt;So from your perspective as a designer,  what was the worst design flaw in &lt;i&gt;Deadly Premonition&lt;/i&gt;, and why? What would you have done to fix  that flaw?&lt;/span&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; font-family: inherit; text-align: left;"&gt;&lt;span style="font-size: small;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; font-family: inherit; text-align: left;"&gt;&lt;span style="font-size: small;"&gt;&lt;b&gt;Switchbreak:&lt;/b&gt; &lt;/span&gt;&lt;span style="font-size: small;"&gt;I think the biggest flaw was the disconnection  between all of the parts of the gameplay. My one favorite anecdote to relate  about the game to explain my feelings on it to people who haven't played is the  scene in the hospital near the beginning.&amp;nbsp;This is one of the scenes where  the jolt in being yanked between the multiple different games that you are  playing is strongest.&lt;/span&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; font-family: inherit; text-align: left;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div style="font-family: inherit;"&gt;&lt;/div&gt;&lt;div style="font-family: inherit;"&gt;&lt;span style="font-size: small;"&gt;In the hospital, you start out in Game 1: the open  world adventure game. This game-within-game is the one that, to me, yielded all  of the actually interesting parts, though by itself it's somewhat&amp;nbsp;shallow  and ridiculous. You're first tasked with exploring the oddly labyrinthine  hospital, and then given a chess-related puzzle by Ushah in order to gain access  to the basement.&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;&lt;div style="font-family: inherit;"&gt;&lt;/div&gt;&lt;div style="font-family: inherit;"&gt;&lt;span style="font-size: small;"&gt;Once in the basement, you leave Game 1 and go into  Game 2: the story. Then, after watching the murder mystery play out for a while,  comes the hardest gearshift in the game. When you go to walk back to the lobby,  you are without explanation or apology dropped into&amp;nbsp;Game 3: the combat.  This is a shitty game. Outside of the frustration of actually playing it or the  mind-numbing lengths of time it forces you to slog through it, the way it  functions in the game is merely as an utterly generic obstacle to unrelated  goals. In the case of the hospital level, your goal is to walk to the lobby,  meet up with your friends, and leave. The combat doesn't provide any twist to  this goal - as soon as you are done shooting the hospital full of lead, you are  brought to the lobby, where you and everyone else act as if nothing happened.  The existence of Game 3, this insane reality-breaking segment where you stalk  through the corridors of a civilian building in a small peaceful town firing  round after round of submachine gun ammunition into undead horrors from beyond  the grave, provides no twist to your goal of walking to the lobby besides making  it take longer.&amp;nbsp;You might as well have taken the elevator.&lt;/span&gt;&lt;/div&gt;&lt;div style="font-family: inherit;"&gt;&lt;/div&gt;&lt;div style="font-family: inherit;"&gt;&lt;span style="font-size: small;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;&lt;div style="font-family: inherit;"&gt;&lt;span style="font-size: small;"&gt;&lt;b&gt;JPG: &lt;/b&gt;This is a brilliant analysis! Let me see if I understand you correctly:&lt;/span&gt;&lt;/div&gt;&lt;div style="font-family: inherit;"&gt;&lt;ul&gt;&lt;li&gt;&lt;span style="font-size: small;"&gt;Game 1: open-world tooling around, sidequesting, exploring Greenvale, racing, collecting trading cards, fishing, etc.&lt;/span&gt;&lt;/li&gt;&lt;li&gt;&lt;span style="font-size: small;"&gt;Game  2: the main murder investigation storyline, conveyed mostly through  cutscenes and occasional controllable sections (canvassing people at the  town hall, finding keys in the police station, locating clues in the  paintings in the gallery, etc.)&lt;/span&gt;&lt;/li&gt;&lt;li&gt;&lt;span style="font-size: small;"&gt; Game 3: Other World combat&amp;nbsp;&lt;/span&gt;&lt;/li&gt;&lt;/ul&gt;&lt;/div&gt;&lt;div style="font-family: inherit;"&gt;&lt;/div&gt;&lt;div style="font-family: inherit;"&gt;&lt;span style="font-size: small;"&gt;Where the line gets particularly blurry, for me, is between Games 2 and 3.  The Other World sections bleed into the profiling sequences, which to me  are really Game 2 territory. I completely agree that Game 3 feels poorly  shoehorned in and would be far better implemented as a &lt;i&gt;Silent  Hill&lt;/i&gt;-style exploration mechanic. They could even keep the Raincoat  Killer chase sequences.&lt;br /&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;&lt;div style="font-family: inherit;"&gt;&lt;/div&gt;&lt;div style="font-family: inherit;"&gt;&lt;span style="font-family: inherit; font-size: small;"&gt;&lt;b&gt;Switchbreak:&lt;/b&gt; The thing is, Game 3 is a game mechanic and nothing  else. It has nothing to do with the world you're in, nothing to do with the  characters, and nothing to do with even the more insane aspects of the story. It  takes up the majority of your time and keeps you from any of the interesting  parts of the game. Every time you enter Game 3, you enter it in pursuit of some  unrelated goal, and the only effect it has is to make that goal take longer to  accomplish. The abrupt jumps into and out of it are both dissonant and, because  it's no fun to play, dismaying.&amp;nbsp;In a game full of design choices that are  at least somewhat delightful for their idiosyncrasy,&amp;nbsp;the combat doesn't  seem intentionally or ironically out-of-place, it&amp;nbsp;feels like a failed  attempt at mundanity.&amp;nbsp;It feels like the developers played &lt;i&gt;Resident Evil&lt;/i&gt; and  &lt;i&gt;Silent Hill&lt;/i&gt;, copied those games into their own very poorly, and then didn't  bother trying to integrate it into the rest of what's going on.&lt;/span&gt; &lt;/div&gt;&lt;div style="font-family: inherit;"&gt;&lt;span style="font-size: small;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;&lt;div style="font-family: inherit;"&gt;&lt;span style="font-size: small;"&gt;&lt;/span&gt;&lt;/div&gt;&lt;div style="font-family: inherit;"&gt;&lt;span style="font-size: small;"&gt;&lt;b&gt;JPG:&lt;/b&gt; I don't know if I fully agree that you always enter Game 3 in pursuit of  an unrelated goal - unless you count the "spirit maps" sold by  Keith, which are totally tangential. The goal of the Other World  sequences, by and large, is to collect clues (the key flags), which York  then mentally assembles in the profiling cutscenes, which lead to story  cutscenes. So in that sense Game 3 transitions right into Game 2. (You  could even argue that Game 1 makes its presence felt in Game 3 via the  conveniently-placed rooms where York can sleep, eat, shave, change,  etc.)&lt;br /&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;&lt;div style="font-family: inherit;"&gt;&lt;/div&gt;&lt;div style="font-family: inherit;"&gt;&lt;span style="font-family: inherit; font-size: small;"&gt;&lt;b&gt;Switchbreak:&lt;/b&gt; &lt;/span&gt;&lt;span style="font-family: inherit; font-size: small;"&gt;The profiling sequences themselves are done in quick flashes of still images and  sound that you have to watch multiple times, which led to me always skipping  until I hit the last key flag - and in general I very rarely felt worried that  if I skipped that last one that I would be missing anything important.&lt;br /&gt;&lt;br /&gt;&lt;/span&gt;&lt;span style="font-size: small;"&gt; &lt;/span&gt;&lt;/div&gt;&lt;div style="font-family: inherit;"&gt;&lt;/div&gt;&lt;div style="font-family: inherit;"&gt;&lt;span style="font-size: small;"&gt;&lt;b&gt;JPG:&lt;/b&gt; I did that too. I was a neat idea at first, to present this cinematic  that would gradually get clearer as you found more clues, but after a  few times, you realized it was pointless to watch it until you'd found  all the clues.&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;&lt;div style="font-family: inherit;"&gt;&lt;/div&gt;&lt;div style="font-family: inherit;"&gt;&lt;span style="font-family: inherit; font-size: small;"&gt;&lt;b&gt;Switchbreak: &lt;/b&gt;&lt;/span&gt;&lt;span style="font-family: inherit; font-size: small;"&gt;The  flashes of insight that York has after those sequences are silly, too ("I think  this might have been ritualistic!"), as compared to the bigger insights of his,  like the scene in the hospital or when he realizes that George is the Raincoat Killer, which don't require any profiling at all.&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;&lt;div style="font-family: inherit;"&gt;&lt;/div&gt;&lt;div style="font-family: inherit;"&gt;&lt;span style="font-family: inherit; font-size: small;"&gt;&lt;b&gt;JPG:&lt;/b&gt; Yeah, that and George's license plate, "HESTHE1."&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;&lt;div style="font-family: inherit;"&gt;&lt;/div&gt;&lt;div style="font-family: inherit;"&gt;&lt;span style="font-size: small;"&gt;I also never got the huge insights York had after profiling, because  they were pretty damn obvious 90% of the time. Although I have to wonder if that was intentional,  too: If the game's meant to be uncanny in that David Lynch way, it  makes a weird sort of sense that York is only able to suss out these  blatantly obvious things when the player (Zach) figured them out ages  ago. This obvious disconnect kept making me think that all this was  taking place in York's mind; like, duh, it's ritualistic, did the bloody  altar not tip you off? "FK in the coffee" is ridiculous not only  because...well, it's ridiculous, but also because the second you meet  Kaysen, you've figured out he's somehow behind all this. Again, uncanny.&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;&lt;div style="font-family: inherit;"&gt;&lt;span style="font-size: small;"&gt;&lt;/span&gt;&lt;/div&gt;&lt;div style="font-family: inherit;"&gt;&lt;/div&gt;&lt;div style="font-family: inherit;"&gt;&lt;span style="font-family: inherit; font-size: small;"&gt;&lt;b&gt;Switchbreak:&lt;/b&gt; &lt;/span&gt;&lt;span style="font-family: inherit; font-size: small;"&gt;In many of the cases, though, even  when you do have a profiling sequence adding a story-related goal to the combat,  it is definitely not a time in which York should be searching for clues and  profiling the crime scene - he should be getting to the victim before George  shows up and makes a big show out of "accidentally" finishing her off in front  of you. So even in those cases, 90% of the time the goal the combat is serving  is orthogonal to the goal that the story has put in front of you.&lt;/span&gt;&lt;span style="font-size: small;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;span style="font-size: small;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;span style="font-family: inherit; font-size: small;"&gt; &lt;/span&gt;&lt;/div&gt;&lt;div style="font-family: inherit;"&gt;&lt;span style="font-size: small;"&gt;&lt;b&gt;JPG:&lt;/b&gt; Which brings us back to Game 3. You're right that there's a very weird lack of acknowledgment in Games 1 or 2 that Game 3 is happening, aside from the combat-related rewards for sidequests (e.g., the invaluable Infinite Wrench).&lt;/span&gt;&lt;/div&gt;&lt;div style="font-family: inherit;"&gt;&lt;span style="font-size: small;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;&lt;div style="font-family: inherit;"&gt;&lt;span style="font-size: small;"&gt;&lt;b&gt;Switchbreak:&lt;/b&gt; At first, the fact that it goes unacknowledged  seems interesting, and leads the mind in a lot of cool directions. [In the case of the hospital scene], was that  crazy experience actually real or was it in York's mind? If it was in his mind,  how did he actually get to the lobby? What is he doing with that MP5 military  assault weapon, and what happened to all that ammunition that is suddenly  missing from it? Why won't he tell the others? Is this an actual supernatural  event, and if so, why does York seem so unfazed by it? Everything else about the  case seems to astonish him, yet he marches into combat like he does this every  day.&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;&lt;div style="font-family: inherit;"&gt;&lt;/div&gt;&lt;div style="font-family: inherit;"&gt;&lt;span style="font-size: small;"&gt;&lt;b&gt;JPG:&lt;/b&gt; I agree that Game 3 largely sucks, and the zombies/wallcrawlers are at best only somewhat related to the main storyline.  But in the game's defense, I do think it mostly tries to use the combat  as a way to satisfy the publisher's demands (see below) while also  ratcheting up the fear factor/surrealism of the story. And, I guess,  revealing more of the "defense mechanism personality" about York, in  that he can empty 500 clips into endless zombie ghosts and walk out  calmly, cigarette in hand. But yeah, the logical loopholes in the story are large and plentiful, no doubt.&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;&lt;div style="font-family: inherit;"&gt;&lt;/div&gt;&lt;div style="font-family: inherit;"&gt;&lt;span style="font-size: small;"&gt;&lt;b&gt;Switchbreak:&lt;/b&gt; &lt;/span&gt;&lt;span style="font-size: small;"&gt;Not until I neared the ending of the game did I  realize that [the story's loose threads] were dead ends. York makes a big production of  telling Emily his secret, but that secret is the existence of Zach, not his  intermittent teleportation to a hell dimension in which he murders thousands of  zombies. Surely this is a more important detail to disclose if you are willing  to risk letting someone know that you might be insane, no? You meet the Raincoat Killer in there, so you expect the story of the town's history to offer some  explanation... but no, the make-everyone-evil gas can't be it, because these  guys can walk through walls and don't leave behind a lot of dead bodies for the  police to investigate afterward. Plus the Raincoat Killer just turns out to be  George, all cranked out on super-seeds that don't actually make him immortal as  advertised. So wait - does that mean he knows about the zombie world the whole  time? Also, half the time you go into combat you've just left George with Emily,  so how did he show up in demon world too? You can't be both places at once, so  why can he? Then Forrest Kaysen turns out to be some kind of god, so maybe he is  in charge of zombie/demon dimension - but if he is, he never mentions  it.&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;&lt;div style="font-family: inherit;"&gt;&lt;/div&gt;&lt;div style="font-family: inherit;"&gt;&lt;span style="font-size: small;"&gt;&lt;b&gt;JPG:&lt;/b&gt; lol @ "intermittent teleportation to a hell dimension." Um, yeah, could definitely be a relationship deal-breaker.&lt;/span&gt;&lt;/div&gt;&lt;div style="font-family: inherit;"&gt;&lt;span style="font-size: small;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;&lt;div style="font-family: inherit;"&gt;&lt;span style="font-size: small;"&gt;As I mentioned above, I've read that the combat was a last-minute addition forced on the developers because Western audiences supposedly wouldn't accept a protagonist who didn't carry a gun. Does this change the way you think about Game 3?&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;&lt;div style="font-family: inherit;"&gt;&lt;/div&gt;&lt;div style="font-family: inherit;"&gt;&lt;span style="font-family: inherit; font-size: small;"&gt;&lt;b&gt;Switchbreak:&lt;/b&gt; &lt;/span&gt;&lt;span style="font-family: inherit; font-size: small;"&gt;I read that about the combat as well, and it does  explain a lot, I think. Still, I'm not sure how much game would be left without  the combat. The adventure game is interesting, but it has a lot of the same  problems as the combat does - every time it's time for a Game Mechanic, any  context of reality is dropped and you are given a puzzle to solve that serves no  purpose beyond making your goal take longer to reach. The interesting part of  the game mechanically is the exploration aspect, I feel, because this is the one  part that feels connected to the world in which the story of the game is taking  place. But if everything but the exploration was stripped away, how much would  be left?&lt;/span&gt;&lt;/div&gt;&lt;div style="font-family: inherit;"&gt;&lt;span style="font-size: small;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;&lt;div style="font-family: inherit;"&gt;&lt;span style="font-size: small;"&gt;&lt;b&gt;JPG:&lt;/b&gt; How well do you think the story was told? Were there any design  elements or moments that you think particularly helped or hindered the delivery  of the story? For example, I really liked the flashback sequence where all of a  sudden you are the original Raincoat Killer.&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;&lt;div style="font-family: inherit;"&gt;&lt;/div&gt;&lt;div style="font-family: inherit;"&gt;&lt;span style="font-size: small;"&gt;&lt;b&gt;Switchbreak:&lt;/b&gt; &lt;/span&gt;&lt;span style="font-size: small;"&gt;There were aspects of the storytelling that I  really liked. I liked a lot of the character building, at least on the three  main characters - everyone else in town rode a little to far on the campy side  of the campy/endearing line for me. I loved the one segment where you run  through the town at night chasing after the ghost of Anna&amp;nbsp;while every kind  of demon attacks you and acoustic guitar music plays. It has a beautiful  dreamlike quality that reminded me of the better parts of &lt;i&gt;Silent Hill 2&lt;/i&gt;, and it  is the closest the game gets to incorporating the game-parts with the  story-parts. The part where you play as the Raincoat Killer was one of those  things that was a great concept, and would have worked better for me if it had  been better incorporated into the plot of the game. As it turned out, that bit  of town history and in fact that specific Raincoat Killer were tangentially  (at best) connected to the case at hand&amp;nbsp;- much like everything else in the  game.&lt;/span&gt;&lt;/div&gt;&lt;div style="font-family: inherit;"&gt;&lt;span style="font-size: small;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;&lt;div style="font-family: inherit;"&gt;&lt;span style="font-size: small;"&gt;&lt;b&gt;JPG:&lt;/b&gt; Uncanny, isn't it?&amp;nbsp; &lt;/span&gt;&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/2121546376350658477-5114653813329929334?l=infinitelag.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://infinitelag.blogspot.com/feeds/5114653813329929334/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://infinitelag.blogspot.com/2011/01/wrapping-up-deadly-premonition-and.html#comment-form' title='2 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/2121546376350658477/posts/default/5114653813329929334'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/2121546376350658477/posts/default/5114653813329929334'/><link rel='alternate' type='text/html' href='http://infinitelag.blogspot.com/2011/01/wrapping-up-deadly-premonition-and.html' title='Wrapping Up Deadly Premonition, and a Special Conversation'/><author><name>J.P. Grant</name><uri>http://www.blogger.com/profile/10359445806017817088</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://3.bp.blogspot.com/_AMFXeEK5E28/S8NpJUygTZI/AAAAAAAAAAY/w7_Fo8G6uMM/S220/n835749094_714454_8272.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://1.bp.blogspot.com/_AMFXeEK5E28/TT2im7AV3lI/AAAAAAAAAIM/bQ38mcKbVuw/s72-c/170150-header.jpg' height='72' width='72'/><thr:total>2</thr:total></entry><entry><id>tag:blogger.com,1999:blog-2121546376350658477.post-1924127141288290936</id><published>2011-01-22T17:31:00.000-05:00</published><updated>2011-01-22T17:32:27.467-05:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Deadly Premonition'/><category scheme='http://www.blogger.com/atom/ns#' term='Mass Effect 2'/><category scheme='http://www.blogger.com/atom/ns#' term='GOTY'/><title type='text'>GOTY Reason #7: Embracing Ambiguity</title><content type='html'>&lt;div style="text-align: center;"&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://4.bp.blogspot.com/_AMFXeEK5E28/TRe2hATunLI/AAAAAAAAAGg/50ZY0amLP34/s1600/6a00df352345de88340111688dd0d6970c-800wi.jpg"&gt;&lt;img style="cursor: pointer; width: 400px; height: 295px;" src="http://4.bp.blogspot.com/_AMFXeEK5E28/TRe2hATunLI/AAAAAAAAAGg/50ZY0amLP34/s400/6a00df352345de88340111688dd0d6970c-800wi.jpg" alt="" id="BLOGGER_PHOTO_ID_5555109343519481010" border="0" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;div style="text-align: center;"&gt;&lt;span style="font-size:85%;"&gt;&lt;i&gt;"Hey, 'member when you were with The Beatles?...&lt;a href="http://www.youtube.com/watch?v=jNBIyGxV7Ek"&gt;That was AWESOME.&lt;/a&gt;"&lt;/i&gt;&lt;span style="font-style: italic;"&gt;&lt;span style="font-style: italic;"&gt;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;div style="text-align: left;"&gt;Were I to interview Commander Shepard, it'd play out like an episode of the &lt;span style="font-style: italic;"&gt;Chris Farley Show&lt;/span&gt;.&lt;span style="font-weight: bold;"&gt;&lt;br /&gt;&lt;br /&gt;JPG:&lt;/span&gt; Hey, Commander Shepard. Remember...'member when you died saving your crew? And then they, like, cloned you back to life or whatever? And you got right up and started blasting robots and stuff?&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;SHEPARD:&lt;/span&gt; Yeah.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;JPG:&lt;/span&gt; That was AWESOME. And, um, 'member, 'member when you went around the galaxy, like, getting all your team together? On those sweet missions? And The Illusive Man was all like, "I'm Creepy Martin Sheen" and you were all like, "You're not the boss of me!" You 'member?&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;SHEPARD:&lt;/span&gt; Uh, sure.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;JPG:&lt;/span&gt; That was AWESOME. And 'member when you went to see Wrex on his planet, and he was all like "SHEPARD." in that deep voice? And then you got that other Wrex guy who also said "SHEPARD." when you talked to him? Do you...do you remember? You remember that?&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;SHEPARD:&lt;/span&gt; Yes, yeah. I remember.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;JPG:&lt;/span&gt; Frickin' AWESOME!&lt;br /&gt;&lt;br /&gt;&lt;div style="text-align: center;"&gt;&lt;a href="http://2.bp.blogspot.com/_AMFXeEK5E28/TTm9l04rYtI/AAAAAAAAAH0/ejlyuIhZ_5w/s1600/creepy-shepard.jpg"&gt;&lt;img style="cursor: pointer; width: 366px; height: 400px;" src="http://2.bp.blogspot.com/_AMFXeEK5E28/TTm9l04rYtI/AAAAAAAAAH0/ejlyuIhZ_5w/s400/creepy-shepard.jpg" alt="" id="BLOGGER_PHOTO_ID_5564687272142136018" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;a href="http://www.youtube.com/watch?v=y1i-Yw7s-Pw"&gt;&lt;span style="font-size:85%;"&gt;&lt;span style="font-style: italic;"&gt;"Douche chiiiiiilllll!"&lt;/span&gt;&lt;/span&gt;&lt;/a&gt;&lt;br /&gt;&lt;div style="text-align: left;"&gt;&lt;span class="Apple-style-span"  style="font-size:medium;"&gt;&lt;br /&gt;As much as I enjoyed the game, I can't have a conversation with &lt;/span&gt;&lt;span style="font-style: italic;"&gt;&lt;span class="Apple-style-span"  style="font-size:medium;"&gt;Mass Effect 2&lt;/span&gt;&lt;/span&gt;&lt;span class="Apple-style-span"  style="font-size:medium;"&gt;. I can't say much about it other than "...that was awesome." To use fancy academic terms, I can't &lt;/span&gt;&lt;i&gt;&lt;span class="Apple-style-span"  style="font-size:medium;"&gt;interrogate&lt;/span&gt;&lt;/i&gt;&lt;span class="Apple-style-span"  style="font-size:medium;"&gt; it as a &lt;/span&gt;&lt;i&gt;&lt;span class="Apple-style-span"  style="font-size:medium;"&gt;text&lt;/span&gt;&lt;/i&gt;&lt;span class="Apple-style-span"  style="font-size:medium;"&gt;.&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;&lt;div style="text-align: left;"&gt;&lt;span class="Apple-style-span"  style="font-size:medium;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;&lt;div style="text-align: left;"&gt;&lt;span class="Apple-style-span"  style="font-size:medium;"&gt;My experience with &lt;/span&gt;&lt;i&gt;&lt;span class="Apple-style-span"  style="font-size:medium;"&gt;Mass Effect 2&lt;/span&gt;&lt;/i&gt;&lt;span class="Apple-style-span"  style="font-size:medium;"&gt; was very much like my experience with J.J. Abrams' reboot of &lt;/span&gt;&lt;i&gt;&lt;span class="Apple-style-span"  style="font-size:medium;"&gt;Star Trek&lt;/span&gt;&lt;/i&gt;&lt;span class="Apple-style-span"  style="font-size:medium;"&gt;: It was a really fun, well-produced, entertaining piece of sci-fi action, and absolutely nothing about it was &lt;/span&gt;&lt;a href="http://en.wikipedia.org/wiki/Ambiguity"&gt;&lt;span class="Apple-style-span"  style="font-size:medium;"&gt;ambiguous&lt;/span&gt;&lt;/a&gt;&lt;span class="Apple-style-span"  style="font-size:medium;"&gt;. &lt;/span&gt;&lt;/div&gt;&lt;div style="text-align: left;"&gt;&lt;span class="Apple-style-span"  style="font-size:medium;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;&lt;div style="text-align: left;"&gt;&lt;span class="Apple-style-span"  style="font-size:medium;"&gt;The story, for all its branching narrative threads and customizable paths and expansive universe, was pretty damn straight-ahead. Sure, you can split hairs about whether Mordin's response to the genophage or Shepard's alliance with Cerberus were morally justifiable, but come on. If you understood the previous sentence, you have an idea of how hard it would be to convince anyone else that particular quandary was worth debating, especially without sounding like the Comic Book Store Guy. &lt;/span&gt;&lt;/div&gt;&lt;div style="text-align: left;"&gt;&lt;span class="Apple-style-span"  style="font-size:medium;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;&lt;div style="text-align: left;"&gt;&lt;span class="Apple-style-span"  style="font-size:medium;"&gt;And here's where, seven entries in, we finally get to the biggest reason I chose &lt;/span&gt;&lt;i&gt;&lt;span class="Apple-style-span"  style="font-size:medium;"&gt;Deadly Premonition&lt;/span&gt;&lt;/i&gt;&lt;span class="Apple-style-span"  style="font-size:medium;"&gt; as my Game of the Year. I can &lt;/span&gt;&lt;i&gt;&lt;span class="Apple-style-span"  style="font-size:medium;"&gt;talk&lt;/span&gt;&lt;/i&gt;&lt;span class="Apple-style-span"  style="font-size:medium;"&gt; about it.&lt;/span&gt;&lt;/div&gt;&lt;div style="text-align: left;"&gt;&lt;span class="Apple-style-span"  style="font-size:medium;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;&lt;div style="text-align: left;"&gt;&lt;span class="Apple-style-span"  style="font-size:medium;"&gt;In my &lt;/span&gt;&lt;a href="http://infinitelag.blogspot.com/2011/01/goty-reason-6-outsize-ambition_2017.html"&gt;&lt;span class="Apple-style-span"  style="font-size:medium;"&gt;last post&lt;/span&gt;&lt;/a&gt;&lt;span class="Apple-style-span"  style="font-size:medium;"&gt; I discussed what a risk &lt;/span&gt;&lt;i&gt;&lt;span class="Apple-style-span"  style="font-size:medium;"&gt;Deadly Premonition&lt;/span&gt;&lt;/i&gt;&lt;span class="Apple-style-span"  style="font-size:medium;"&gt; is on a number of levels, especially because of its subversion of genre. But probably the riskiest thing about the game - and the factor that endears it to me most - is that it embraces ambiguity. It gives you problems that are unsolvable. It takes what should be a fatal flaw for any videogame and makes it a key selling point. Those unsolvable problems are precisely what makes the game so ripe for discussion, as players who experience the narrative differently develop their own theories and try to support them using evidence from the game. &lt;/span&gt;&lt;span class="Apple-style-span"  style="font-size:medium;"&gt;Let me try to list a few of these unsolved mysteries without trespassing too deep into spoiler territory:&lt;/span&gt;&lt;/div&gt;&lt;div style="text-align: left;"&gt;&lt;ul&gt;&lt;li&gt;&lt;span class="Apple-style-span"  style="font-size:medium;"&gt;Who - or what, exactly - is Forrest Kaysen? Why is Greenvale such an important location for him?&lt;/span&gt;&lt;/li&gt;&lt;li&gt;&lt;span class="Apple-style-span"  style="font-size:medium;"&gt;What is the precise relationship between Greenvale and the Other World? What is the mechanism for passing between them? Why do only certain characters appear to be able to do so?&lt;/span&gt;&lt;/li&gt;&lt;li&gt;&lt;span class="Apple-style-span"  style="font-size:medium;"&gt;What are the Red Room and White Room and Forest Room meant to represent? Why are the particular objects and people that exist within them there?&lt;/span&gt;&lt;/li&gt;&lt;li&gt;&lt;span class="Apple-style-span"  style="font-size:medium;"&gt;Does the trauma in York's past give him the ability to perceive things others can't (the "premonitions" of the title)? Is this related to his ability to enter the Other World?&lt;/span&gt;&lt;/li&gt;&lt;li&gt;&lt;span class="Apple-style-span"  style="font-size:medium;"&gt;What is the nature of the Ingram twins' seemingly extra-sensory abilities? Is this somehow related to Kaysen's interest in them?&lt;/span&gt;&lt;/li&gt;&lt;/ul&gt;&lt;span class="Apple-style-span"  style="font-size:medium;"&gt;Look, I realize there's a very high risk of Comic Book Store Guy nerdery involved in trying to answer any of these questions, too. I don't mean to unfairly dump on &lt;/span&gt;&lt;i&gt;&lt;span class="Apple-style-span"  style="font-size:medium;"&gt;Mass Effect 2&lt;/span&gt;&lt;/i&gt;&lt;span class="Apple-style-span"  style="font-size:medium;"&gt;; as I wrote &lt;/span&gt;&lt;a href="http://infinitelag.blogspot.com/2011/01/goty-reason-4-absurd-story-great.html"&gt;&lt;span class="Apple-style-span"  style="font-size:medium;"&gt;previously&lt;/span&gt;&lt;/a&gt;&lt;span class="Apple-style-span"  style="font-size:medium;"&gt;, &lt;/span&gt;&lt;i&gt;&lt;span class="Apple-style-span"  style="font-size:medium;"&gt;Deadly Premonition&lt;/span&gt;&lt;/i&gt;&lt;span class="Apple-style-span"  style="font-size:medium;"&gt;'s story is just as absurd. And yes, there are a few elements of &lt;/span&gt;&lt;i&gt;&lt;span class="Apple-style-span"  style="font-size:medium;"&gt;Deadly Premonition&lt;/span&gt;&lt;/i&gt;&lt;span class="Apple-style-span"  style="font-size:medium;"&gt; - such as Michael only speaking in rhyme - that I'm fairly confident are not meant to be problematic issues for discussion as much as weird shit SWERY threw in to make Greenvale full of weird shit.&lt;/span&gt;&lt;/div&gt;&lt;div style="text-align: left;"&gt;&lt;span class="Apple-style-span"  style="font-size:medium;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;&lt;div style="text-align: left;"&gt;&lt;span class="Apple-style-span"  style="font-size:medium;"&gt;But unlike in &lt;/span&gt;&lt;i&gt;&lt;span class="Apple-style-span"  style="font-size:medium;"&gt;Mass Effect 2&lt;/span&gt;&lt;/i&gt;&lt;span class="Apple-style-span"  style="font-size:medium;"&gt;, where any ambiguity in the story or characters is at best tangential to the player's enjoyment of the game, ambiguity is the centerpiece of &lt;/span&gt;&lt;i&gt;&lt;span class="Apple-style-span"  style="font-size:medium;"&gt;Deadly Premonition&lt;/span&gt;&lt;/i&gt;&lt;span class="Apple-style-span"  style="font-size:medium;"&gt;. The game presents the player with ambiguity at every turn, actually forcing the player to &lt;/span&gt;&lt;i&gt;&lt;span class="Apple-style-span"  style="font-size:medium;"&gt;enact&lt;/span&gt;&lt;/i&gt;&lt;span class="Apple-style-span"  style="font-size:medium;"&gt; ambiguity through their in-game actions - in particular, in the "Amazing Grace" sequence, but in plenty of other places as well. (Contrast this with the ambiguity in &lt;/span&gt;&lt;i&gt;&lt;span class="Apple-style-span"  style="font-size:medium;"&gt;Mass Effect 2&lt;/span&gt;&lt;/i&gt;&lt;span class="Apple-style-span"  style="font-size:medium;"&gt;, which is largely reported &lt;/span&gt;&lt;i&gt;&lt;span class="Apple-style-span"  style="font-size:medium;"&gt;after the fact&lt;/span&gt;&lt;/i&gt;&lt;span class="Apple-style-span"  style="font-size:medium;"&gt; in conversations with characters about their backstories. As for enacting it, a simple good/bad choice option does not make for a layered presentation of ambiguity.) Many, if not most, of &lt;i&gt;Deadly Premonition&lt;/i&gt;'s plot events, characters, and symbolic elements can be interpreted in multiple ways and from multiple viewpoints. This is clearly intentional and not, as some critics have suggested, weirdness for the sake of weirdness. Witness SWERY's symbolic mental map:&lt;/span&gt;&lt;/div&gt;&lt;div style="text-align: center;"&gt;&lt;span class="Apple-style-span"  style="font-size:medium;"&gt;&lt;a href="http://1.bp.blogspot.com/_AMFXeEK5E28/TTs59w50gMI/AAAAAAAAAH8/y9QjfGxHXCA/s1600/mental%2Bmap.jpg"&gt;&lt;img src="http://1.bp.blogspot.com/_AMFXeEK5E28/TTs59w50gMI/AAAAAAAAAH8/y9QjfGxHXCA/s400/mental%2Bmap.jpg" border="0" alt="" id="BLOGGER_PHOTO_ID_5565105497808601282" style="cursor: pointer; width: 353px; height: 400px; " /&gt;&lt;/a&gt;&lt;/span&gt;&lt;/div&gt;&lt;div style="text-align: left;"&gt;&lt;span class="Apple-style-span"  style="font-size:medium;"&gt;Even SWERY's diagram, which he presumably drew to illustrate the relationships between the various symbolic forces in the game, doesn't definitively answer any questions, although it suggests avenues of interpretation. It does, however, prove that there was clear authorial intent here: Whatever the game's failings, there is a complex and rich symbolic underpinning to it. The &lt;/span&gt;&lt;i&gt;&lt;span class="Apple-style-span"  style="font-size:medium;"&gt;Mass Effect&lt;/span&gt;&lt;/i&gt;&lt;span class="Apple-style-span"  style="font-size:medium;"&gt; universe, like many RPGs, has a dense backstory, but the type of complexity presented by lore is very different (and, I think, less interesting) than the complexity presented by symbolism. The backstory of &lt;/span&gt;&lt;i&gt;&lt;span class="Apple-style-span"  style="font-size:medium;"&gt;Deadly Premonition&lt;/span&gt;&lt;/i&gt;&lt;span class="Apple-style-span"  style="font-size:medium;"&gt; is only relevant inasmuch as it informs and makes ambiguous the current plight of the protagonist, whereas the backstory of most epic sci-fi universes is far more sprawling than necessary for the main narrative.&lt;/span&gt;&lt;/div&gt;&lt;div style="text-align: left;"&gt;&lt;span class="Apple-style-span"  style="font-size:medium;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;&lt;div style="text-align: left;"&gt;&lt;span class="Apple-style-span"  style="font-size:medium;"&gt;Whoa. Should have put a "verbosity" trigger warning on that paragraph.&lt;/span&gt;&lt;/div&gt;&lt;div style="text-align: left;"&gt;&lt;span class="Apple-style-span"  style="font-size:medium;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;&lt;div style="text-align: left;"&gt;&lt;span class="Apple-style-span"  style="font-size:medium;"&gt;Let's pull back a little. I want to come back to why I've spent so many words on &lt;i&gt;Deadly Premonition&lt;/i&gt;, and why picking a Game of the Year was, for the first time, a truly meaningful exercise for me.&lt;/span&gt;&lt;/div&gt;&lt;div style="text-align: left;"&gt;&lt;span class="Apple-style-span"  style="font-size:medium;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;&lt;div style="text-align: left;"&gt;&lt;span class="Apple-style-span"  style="font-size:medium;"&gt;I played &lt;a href="http://backloggery.com/kincher_skolfax"&gt;more videogames&lt;/a&gt; in 2010 than I'd ever played in a single year before, including some landmark AAA titles. For the first time, I had the budget, hardware, amazing &lt;a href="http://www.mln.lib.ma.us/"&gt;public library system&lt;/a&gt;, &lt;a href="http://www.killscreenmagazine.com/"&gt;motivation&lt;/a&gt;, and &lt;a href="http://www.gamerswithjobs.com/node/40639"&gt;friendly enabling&lt;/a&gt; to make my hobby a priority. So I had a lot more material to choose from than usual. And it's maybe because of this increased access that I came to the realization that a game has to be more than "fun" for me to truly love it. It also has to make me &lt;i&gt;think&lt;/i&gt;.&lt;/span&gt;&lt;/div&gt;&lt;div style="text-align: left;"&gt;&lt;span class="Apple-style-span"  style="font-size:medium;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;&lt;div style="text-align: left;"&gt;&lt;span class="Apple-style-span"  style="font-size:medium;"&gt;If this series of posts has been any indication, &lt;i&gt;Deadly Premonition&lt;/i&gt; has given me plenty to think about. It's forced me to reevaluate what I want and expect from a main character. It's compelled me to examine design decisions more closely. It's shown me a new way of telling a story that prizes the storytelling over the actual content of the narrative. It's made me more curious about how business and project management constraints intersect and conflict with authorial ambition. It's given me a new perspective on player "agency." It's asked me to define how much gameplay frustration I'm willing to put up with in service of a greater purpose. It's challenged me to interpret a game - a game! - on a symbolic level in the same way I would a David Lynch film.&lt;/span&gt;&lt;/div&gt;&lt;div style="text-align: left;"&gt;&lt;span class="Apple-style-span"  style="font-size:medium;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;&lt;div style="text-align: left;"&gt;&lt;span class="Apple-style-span"  style="font-size:medium;"&gt;It's also given me the ridiculous and unforgettable Sinner's Sandwich, "Life is Beautiful" theme, and "FK in the coffee."&lt;/span&gt;&lt;/div&gt;&lt;div style="text-align: left;"&gt;&lt;span class="Apple-style-span"  style="font-size:medium;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;&lt;div style="text-align: left;"&gt;&lt;span class="Apple-style-span"  style="font-size:medium;"&gt;I'm particularly grateful to SWERY, though, for inspiring so many great conversations. Through talking and writing about &lt;i&gt;Deadly Premonition&lt;/i&gt;, I've made a lot of &lt;a href="http://drinkingcoffeecola.blogspot.com/"&gt;valuable&lt;/a&gt; &lt;a href="http://twitter.com/#!/gc_danny"&gt;connections&lt;/a&gt; &lt;a href="http://switchbreak.net/"&gt;with&lt;/a&gt; &lt;a href="http://outsideyourheaven.blogspot.com/"&gt;terrific&lt;/a&gt; &lt;a href="http://tinysubversions.com/"&gt;people&lt;/a&gt;. Ironically, this single-player game has been more "social" than any multiplayer experience I've had. And that's more fun than any game alone could ever be.&lt;/span&gt;&lt;/div&gt;&lt;div style="text-align: left;"&gt;&lt;span class="Apple-style-span"  style="font-size:medium;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;&lt;div style="text-align: center;"&gt;&lt;span class="Apple-style-span"  style="font-size:medium;"&gt;&lt;a href="http://4.bp.blogspot.com/_AMFXeEK5E28/TTtYGFLWmdI/AAAAAAAAAIE/dLwAU-ndFAM/s1600/1379129crazyyorklarge.jpg"&gt;&lt;img src="http://4.bp.blogspot.com/_AMFXeEK5E28/TTtYGFLWmdI/AAAAAAAAAIE/dLwAU-ndFAM/s400/1379129crazyyorklarge.jpg" border="0" alt="" id="BLOGGER_PHOTO_ID_5565138626038634962" style="cursor: pointer; width: 300px; height: 300px; " /&gt;&lt;/a&gt;&lt;/span&gt;&lt;/div&gt;&lt;div style="text-align: center;"&gt;&lt;i&gt;&lt;span class="Apple-style-span"  style="font-size:small;"&gt;Talk about your &lt;/span&gt;&lt;a href="http://www.youtube.com/watch?v=nBelT-Xi1CY&amp;amp;feature=related"&gt;&lt;span class="Apple-style-span"  style="font-size:small;"&gt;douche chills...&lt;/span&gt;&lt;/a&gt;&lt;/i&gt;&lt;/div&gt;&lt;div style="text-align: left;"&gt;&lt;span class="Apple-style-span"  style="font-size:medium;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;&lt;div style="text-align: left;"&gt;&lt;span class="Apple-style-span"  style="font-size:medium;"&gt;I'll have one more post coming up wrapping up &lt;i&gt;Deadly Premonition&lt;/i&gt; with one of these conversations. And then, I promise, we'll put York to bed.&lt;/span&gt;&lt;/div&gt;&lt;/div&gt;&lt;/div&gt;&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/2121546376350658477-1924127141288290936?l=infinitelag.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://infinitelag.blogspot.com/feeds/1924127141288290936/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://infinitelag.blogspot.com/2011/01/goty-reason-7-embracing-ambiguity.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/2121546376350658477/posts/default/1924127141288290936'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/2121546376350658477/posts/default/1924127141288290936'/><link rel='alternate' type='text/html' href='http://infinitelag.blogspot.com/2011/01/goty-reason-7-embracing-ambiguity.html' title='GOTY Reason #7: Embracing Ambiguity'/><author><name>J.P. Grant</name><uri>http://www.blogger.com/profile/10359445806017817088</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://3.bp.blogspot.com/_AMFXeEK5E28/S8NpJUygTZI/AAAAAAAAAAY/w7_Fo8G6uMM/S220/n835749094_714454_8272.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://4.bp.blogspot.com/_AMFXeEK5E28/TRe2hATunLI/AAAAAAAAAGg/50ZY0amLP34/s72-c/6a00df352345de88340111688dd0d6970c-800wi.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-2121546376350658477.post-4940492685817154955</id><published>2011-01-17T13:02:00.000-05:00</published><updated>2011-01-17T13:02:30.069-05:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Super Meat Boy'/><category scheme='http://www.blogger.com/atom/ns#' term='Red Dead Redemption'/><category scheme='http://www.blogger.com/atom/ns#' term='Super Mario Galaxy 2'/><category scheme='http://www.blogger.com/atom/ns#' term='Deadly Premonition'/><category scheme='http://www.blogger.com/atom/ns#' term='Mass Effect 2'/><category scheme='http://www.blogger.com/atom/ns#' term='Resident Evil 5'/><category scheme='http://www.blogger.com/atom/ns#' term='GOTY'/><category scheme='http://www.blogger.com/atom/ns#' term='Silent Hill'/><title type='text'>GOTY Reason #6: Outsize Ambition</title><content type='html'>&lt;span class="Apple-style-span" style="font-size: medium;"&gt;For a game made by such a small team (an average of 25 people), with such a small budget (per SWERY, "not very much"), and with such an inordinate number of obstacles (unclear console specs, multiple near-cancellations, lack of technical expertise), &lt;/span&gt;&lt;i&gt;&lt;span class="Apple-style-span" style="font-size: medium;"&gt;Deadly Premonition&lt;/span&gt;&lt;/i&gt;&lt;span class="Apple-style-span" style="font-size: medium;"&gt; has no business being as ambitious as it is.&lt;/span&gt;&lt;div&gt;&lt;span class="Apple-style-span" style="font-size: medium;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;&lt;div&gt;&lt;span class="Apple-style-span" style="font-size: medium;"&gt;Ambition is a difficult thing to assess in game development. Witness the above sentence: There's always a qualifier. It's difficult to find a review of an indie game, for example, that doesn't contain some variation on a sentiment like "for such a small team, this game is great." Conversely, there's an assumption that the BioWares and Rockstars of the world, with their infinite resources, should be able to crank out expansive 100-hour works of genius with zero bugs while innovating on every aspect of the medium.&lt;/span&gt;&lt;/div&gt;&lt;div&gt;&lt;span class="Apple-style-span" style="font-size: medium;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;&lt;div&gt;&lt;span class="Apple-style-span" style="font-size: medium;"&gt;Okay, maybe that's putting it a little strongly. But the fact remains that we typically judge a game's success relative to the resources that went into creating it. I don't think there's anything wrong with that approach per se - more resources do often translate to more opportunities for creativity and polish - but it can blur our understanding of what we mean by "ambition."&lt;/span&gt;&lt;/div&gt;&lt;div&gt;&lt;span class="Apple-style-span" style="font-size: medium;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;&lt;div&gt;&lt;span class="Apple-style-span" style="font-size: medium;"&gt;Ambition, to me, does not necessarily entail innovation. Just because a game doesn't do anything new with the medium doesn't mean it's not ambitious. &lt;/span&gt;&lt;i&gt;&lt;span class="Apple-style-span" style="font-size: medium;"&gt;Minecraft&lt;/span&gt;&lt;/i&gt;&lt;span class="Apple-style-span" style="font-size: medium;"&gt; is an innovative project, combining the randomly-generated worlds of a roguelike with the freedom of a map editor or LEGO set. &lt;/span&gt;&lt;i&gt;&lt;span class="Apple-style-span" style="font-size: medium;"&gt;Super Meat Boy&lt;/span&gt;&lt;/i&gt;&lt;span class="Apple-style-span" style="font-size: medium;"&gt;, on the other hand, is not especially innovative - it's pretty much a platformer - but it is ambitious in its approach. By ratcheting up the difficulty and tightening the precision of the controls, Team Meat established their unique vision of what the genre can be and challenged players to come along for the ride.&lt;/span&gt;&lt;/div&gt;&lt;div&gt;&lt;span class="Apple-style-span" style="font-size: medium;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;&lt;div&gt;&lt;span class="Apple-style-span" style="font-size: medium;"&gt;That almost antagonistic "let's see what you got!" attitude toward the player, I think, is what defines &lt;/span&gt;&lt;i&gt;&lt;span class="Apple-style-span" style="font-size: medium;"&gt;Super Meat Boy&lt;/span&gt;&lt;/i&gt;&lt;span class="Apple-style-span" style="font-size: medium;"&gt;'s ambition. It's a risk. Especially at a time when games seem to be getting progressively easier, it's ballsy to build a game around the idea of punishing difficulty. Yet &lt;/span&gt;&lt;i&gt;&lt;span class="Apple-style-span" style="font-size: medium;"&gt;Super Meat Boy&lt;/span&gt;&lt;/i&gt;&lt;span class="Apple-style-span" style="font-size: medium;"&gt; ended up dominating the platformer conversation in a year in which &lt;/span&gt;&lt;i&gt;&lt;span class="Apple-style-span" style="font-size: medium;"&gt;Super Mario Galaxy 2&lt;/span&gt;&lt;/i&gt;&lt;span class="Apple-style-span" style="font-size: medium;"&gt; was released. Clearly, the ambition paid off.&lt;/span&gt;&lt;/div&gt;&lt;div&gt;&lt;span class="Apple-style-span" style="font-size: medium;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;&lt;div&gt;&lt;span class="Apple-style-span" style="font-size: medium;"&gt;But ambition - which I'll define as risk-taking with a purpose - does not always have to be fulfilled to be noteworthy. Failure can often be more instructive than success in this regard. (Listen to &lt;/span&gt;&lt;a href="http://flashofsteel.com/index.php/2010/09/08/three-moves-ahead-episode-81-elemental-post-mortem-with-brad-wardell/"&gt;&lt;span class="Apple-style-span" style="font-size: medium;"&gt;Three Moves Ahead's dissection&lt;/span&gt;&lt;/a&gt;&lt;span class="Apple-style-span" style="font-size: medium;"&gt; of what went wrong with the spectacular bomb &lt;/span&gt;&lt;i&gt;&lt;span class="Apple-style-span" style="font-size: medium;"&gt;Elemental&lt;/span&gt;&lt;/i&gt;&lt;span class="Apple-style-span" style="font-size: medium;"&gt; for proof.)&lt;/span&gt;&lt;/div&gt;&lt;div&gt;&lt;span class="Apple-style-span" style="font-size: medium;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;&lt;div style="text-align: center; "&gt;&lt;a href="http://4.bp.blogspot.com/_AMFXeEK5E28/TTReUPIZgrI/AAAAAAAAAHk/Fv_tLmj4adI/s1600/DeadlyPremonition.jpg"&gt;&lt;span class="Apple-style-span" style="font-size: medium;"&gt;&lt;img src="http://4.bp.blogspot.com/_AMFXeEK5E28/TTReUPIZgrI/AAAAAAAAAHk/Fv_tLmj4adI/s400/DeadlyPremonition.jpg" border="0" alt="" id="BLOGGER_PHOTO_ID_5563175141461557938" style="cursor: pointer; width: 400px; height: 225px; " /&gt;&lt;/span&gt;&lt;/a&gt;&lt;/div&gt;&lt;div&gt;&lt;span class="Apple-style-span" style="font-size: medium;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;&lt;div&gt;&lt;span class="Apple-style-span" style="font-size: medium;"&gt;Aside from the &lt;/span&gt;&lt;a href="http://infinitelag.blogspot.com/2010/12/goty-reason-1-memorable-protagonist.html"&gt;&lt;span class="Apple-style-span" style="font-size: medium;"&gt;York/Zach conceit&lt;/span&gt;&lt;/a&gt;&lt;span class="Apple-style-span" style="font-size: medium;"&gt;, I'm not sure &lt;/span&gt;&lt;i&gt;&lt;span class="Apple-style-span" style="font-size: medium;"&gt;Deadly Premonition&lt;/span&gt;&lt;/i&gt;&lt;span class="Apple-style-span" style="font-size: medium;"&gt; does anything especially innovative. In fact, there's a lot about the game that is pretty baldly derivative. The Other World conceit is cribbed from &lt;/span&gt;&lt;i&gt;&lt;span class="Apple-style-span" style="font-size: medium;"&gt;Silent Hill&lt;/span&gt;&lt;/i&gt;&lt;span class="Apple-style-span" style="font-size: medium;"&gt;; the stand-and-shoot combat from &lt;/span&gt;&lt;i&gt;&lt;span class="Apple-style-span" style="font-size: medium;"&gt;Resident Evil&lt;/span&gt;&lt;/i&gt;&lt;span class="Apple-style-span" style="font-size: medium;"&gt;; the labyrinthine sidequest structure from any number of JRPGs; the open-world exploration (and attendant &lt;/span&gt;&lt;a href="http://infinitelag.blogspot.com/2011/01/goty-reason-5-lovely-useless-elements.html"&gt;&lt;span class="Apple-style-span" style="font-size: medium;"&gt;ephemera&lt;/span&gt;&lt;/a&gt;&lt;span class="Apple-style-span" style="font-size: medium;"&gt;) from any number of sandbox games; and the surreal atmosphere from &lt;/span&gt;&lt;a href="http://infinitelag.blogspot.com/2010/12/goty-reason-3-shifting-perspective.html"&gt;&lt;span class="Apple-style-span" style="font-size: medium;"&gt;David Lynch&lt;/span&gt;&lt;/a&gt;&lt;span class="Apple-style-span" style="font-size: medium;"&gt;. And in every case, the source material is better implemented.&lt;/span&gt;&lt;/div&gt;&lt;div&gt;&lt;span class="Apple-style-span" style="font-size: medium;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;&lt;div&gt;&lt;span class="Apple-style-span" style="font-size: medium;"&gt;Where I think &lt;/span&gt;&lt;i&gt;&lt;span class="Apple-style-span" style="font-size: medium;"&gt;Deadly Premonition&lt;/span&gt;&lt;/i&gt;&lt;span class="Apple-style-span" style="font-size: medium;"&gt; is especially ambitious - and successful in fulfilling its ambition - is in its world-building.&lt;/span&gt;&lt;/div&gt;&lt;div&gt;&lt;span class="Apple-style-span" style="font-size: medium;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;&lt;div&gt;&lt;span class="Apple-style-span" style="font-size: medium;"&gt;Given the challenges facing the development team, it's remarkable Greenvale is as engaging a setting as it is. In the post-mortem on the game in &lt;/span&gt;&lt;i&gt;&lt;span class="Apple-style-span" style="font-size: medium;"&gt;Game Developer&lt;/span&gt;&lt;/i&gt;&lt;span class="Apple-style-span" style="font-size: medium;"&gt;, SWERY even admits his project - "replicating an entire rural American town from inside Japan" - was "rash." But it's not for the reason you might expect. As game designer Chris Pruett notes in his &lt;/span&gt;&lt;a href="http://www.dreamdawn.com/sh/info.php?name=Deadly%20Premonition,Red%20Seeds%20Profile"&gt;&lt;span class="Apple-style-span" style="font-size: medium;"&gt;terrific analysis&lt;/span&gt;&lt;/a&gt;&lt;span class="Apple-style-span" style="font-size: medium;"&gt;, &lt;/span&gt;&lt;span class="Apple-style-span"  style="font-family:georgia;"&gt;&lt;span class="Apple-style-span" style="font-size: medium;"&gt;"&lt;/span&gt;&lt;/span&gt;&lt;span class="Apple-style-span"  style="font-family:georgia;"&gt;&lt;span class="Apple-style-span" style="font-size: medium;"&gt;chalking Deadly Premonition's strangeness up to the cultural divide is a vast oversimplification." In other words, whatever discordant notes &lt;/span&gt;&lt;i&gt;&lt;span class="Apple-style-span" style="font-size: medium;"&gt;Deadly Premonition&lt;/span&gt;&lt;/i&gt;&lt;span class="Apple-style-span" style="font-size: medium;"&gt; hits are not due to, as Chris says, "normal 'Japanese insanity.'" They are, by and large, intentional, meant to evoke a surreal feeling. &lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;div&gt;&lt;span class="Apple-style-span"  style="font-family:georgia;"&gt;&lt;span class="Apple-style-span" style="font-size: medium;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;div&gt;&lt;span class="Apple-style-span"  style="font-family:georgia;"&gt;&lt;span class="Apple-style-span" style="font-size: medium;"&gt;SWERY again: "For the story, I kept as much sense of reality as possible while embellishing it with a somewhat dreamlike milieu. As a result, I believe the sections depicted as reality have a dreamlike feeling, and likewise, the actual dreams are given a sense of realism - we were able to smear the boundary line. There are very few video games so particular about depicting such things, and I think &lt;/span&gt;&lt;i&gt;&lt;span class="Apple-style-span" style="font-size: medium;"&gt;Deadly Premonition&lt;/span&gt;&lt;/i&gt;&lt;span class="Apple-style-span" style="font-size: medium;"&gt; may have become a unique example among them."&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;div&gt;&lt;span class="Apple-style-span"  style="font-family:georgia;"&gt;&lt;span class="Apple-style-span" style="font-size: medium;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;div&gt;&lt;span class="Apple-style-span"  style="font-family:georgia;"&gt;&lt;span class="Apple-style-span" style="font-size: medium;"&gt;While the textures and animations in the game are often ugly, there is a different type of detail present in &lt;/span&gt;&lt;i&gt;&lt;span class="Apple-style-span" style="font-size: medium;"&gt;Deadly Premonition&lt;/span&gt;&lt;/i&gt;&lt;span class="Apple-style-span" style="font-size: medium;"&gt; that's more important. As SWERY explains in the &lt;/span&gt;&lt;i&gt;&lt;span class="Apple-style-span" style="font-size: medium;"&gt;Game Developer&lt;/span&gt;&lt;/i&gt;&lt;span class="Apple-style-span" style="font-size: medium;"&gt; post-mortem, each NPC has a 24-hour pattern of activities, specifically designed to reveal characterization. Peer into Thomas' apartment in the morning to observe him at his morning rituals. Follow Nick and Olivia around and you may uncover a &lt;/span&gt;&lt;a href="http://tinysubversions.com/2011/01/soap-opera/"&gt;&lt;span class="Apple-style-span" style="font-size: medium;"&gt;possibly adulterous soap opera&lt;/span&gt;&lt;/a&gt;&lt;span class="Apple-style-span" style="font-size: medium;"&gt; in progress. Head to Emily's house after hours and help her become a better cook.&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;div&gt;&lt;span class="Apple-style-span"  style="font-family:georgia;"&gt;&lt;span class="Apple-style-span" style="font-size: medium;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;div style="text-align: center;"&gt;&lt;span class="Apple-style-span"  style="font-family:georgia;"&gt;&lt;span class="Apple-style-span" style="font-family: Georgia, serif; "&gt;&lt;a href="http://4.bp.blogspot.com/_AMFXeEK5E28/TTR4N6u6iZI/AAAAAAAAAHs/EyuALhXefoo/s1600/DP08c.jpg"&gt;&lt;span class="Apple-style-span" style="font-size: medium;"&gt;&lt;img src="http://4.bp.blogspot.com/_AMFXeEK5E28/TTR4N6u6iZI/AAAAAAAAAHs/EyuALhXefoo/s400/DP08c.jpg" border="0" alt="" id="BLOGGER_PHOTO_ID_5563203620209068434" style="cursor: pointer; width: 400px; height: 224px; " /&gt;&lt;/span&gt;&lt;/a&gt;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;div&gt;&lt;span class="Apple-style-span"  style="font-family:georgia;"&gt;&lt;span class="Apple-style-span" style="font-size: medium;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;div&gt;&lt;span class="Apple-style-span"  style="font-family:georgia;"&gt;&lt;span class="Apple-style-span" style="font-size: medium;"&gt;What works particularly well here is that because Greenvale's cast is small and memorable enough for us to become interested in each character -  and because this is a mystery, where our protagonist is expected to investigate - observing NPC behavior leads to meaningful conclusions. NPC activity patterns are constructed in service of not only a more realistic setting, but also of layering the story with additional complexity. (By contrast, it's &lt;/span&gt;&lt;a href="http://www.reddead.net/forums/thread-realistic-npc-s"&gt;&lt;span class="Apple-style-span" style="font-size: medium;"&gt;debatable&lt;/span&gt;&lt;/a&gt;&lt;span class="Apple-style-span" style="font-size: medium;"&gt; whether the same could be said about &lt;a href="http://www.brainygamer.com/the_brainy_gamer/2010/05/im-your-huckleberry.html"&gt;NPCs&lt;/a&gt; in &lt;/span&gt;&lt;i&gt;&lt;span class="Apple-style-span" style="font-size: medium;"&gt;Red Dead Redemption&lt;/span&gt;&lt;/i&gt;&lt;span class="Apple-style-span" style="font-size: medium;"&gt;.) Examining this aspect of the game, &lt;/span&gt;&lt;/span&gt;&lt;span class="Apple-style-span"  style="font-family:georgia;"&gt;&lt;span class="Apple-style-span" style="font-size: medium;"&gt;Danny Weissenberger goes so far as to claim Greenvale is "&lt;/span&gt;&lt;a href="http://www.gamecritics.com/daniel-weissenberger/getting-to-know-you-greenvale-deadly-premonition-is-the-game-of-the-year-part-8"&gt;&lt;span class="Apple-style-span" style="font-size: medium;"&gt;the best-realized location in the history of video games&lt;/span&gt;&lt;/a&gt;&lt;span class="Apple-style-span" style="font-size: medium;"&gt;." &lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;div&gt;&lt;span class="Apple-style-span"  style="font-family:georgia;"&gt;&lt;span class="Apple-style-span" style="font-size: medium;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;div&gt;&lt;span class="Apple-style-span"  style="font-family:georgia;"&gt;&lt;span class="Apple-style-span" style="font-size: medium;"&gt;Even ignoring the constraints of budget and technical expertise, it's quite a risk for a developer to spend so much energy and time fleshing out NPCs, especially when the bulk of the player's interactions with them are optional. Yet it's all in service of the game's vision of its world. SWERY: "I was insistent that the content of our side missions always draw upon aspects of the NPCs' personalities, thus adding further depth to the world of the game." And there's the key to an ambitious game: The risk-taking has to have a purpose that furthers the larger goals of the game. (To some extent you could argue that the loyalty missions in &lt;i&gt;Mass Effect 2&lt;/i&gt; operate on a similar principle, but not only did those have &lt;a href="http://infinitelag.blogspot.com/2011/01/goty-reason-5-lovely-useless-elements.html"&gt;tangible rewards&lt;/a&gt;, they also never felt truly optional. They weren't all that risky.)&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;div&gt;&lt;span class="Apple-style-span"  style="font-family:georgia;"&gt;&lt;span class="Apple-style-span" style="font-size: medium;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;div&gt;&lt;span class="Apple-style-span"  style="font-family:georgia;"&gt;&lt;span class="Apple-style-span" style="font-size: medium;"&gt;Of course, the entire &lt;i&gt;Deadly Premonition&lt;/i&gt; project was a giant risk. Here was a detective game that was part talky adventure, part survival horror, part open-world, and all kinds of Lynchian crazy. How to sell this thing? The North American &lt;a href="http://media.giantbomb.com/uploads/0/6384/1295098-deadlypremonitioncover_large.png"&gt;box cover&lt;/a&gt; is a misleading mess, billing the game as much more of a horror title than it truly is; one wonders if that was a marketing tactic meant to sell to the &lt;i&gt;Silent Hill&lt;/i&gt; crowd. It's ironic that the other big measure the publisher took to mitigate risk - compelling the dev team to insert combat - ended up being one of the game's major turnoffs. And yet, even there, SWERY's ambition is evident: Although the "hold your breath to avoid zombies" mechanic is kind of broken and unnecessary, it was an interesting and risky attempt. &lt;/span&gt;&lt;/span&gt;&lt;/div&gt;&lt;div&gt;&lt;span class="Apple-style-span" style="font-size: medium;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;&lt;div&gt;&lt;span class="Apple-style-span" style="font-size: medium;"&gt;My other GOTY candidates, &lt;/span&gt;&lt;i&gt;&lt;span class="Apple-style-span" style="font-size: medium;"&gt;Mass Effect 2&lt;/span&gt;&lt;/i&gt;&lt;span class="Apple-style-span" style="font-size: medium;"&gt; and &lt;/span&gt;&lt;i&gt;&lt;span class="Apple-style-span" style="font-size: medium;"&gt;Red Dead Redemption&lt;/span&gt;&lt;/i&gt;&lt;span class="Apple-style-span" style="font-size: medium;"&gt;, are both obviously bigger in scope and far more polished than &lt;/span&gt;&lt;i&gt;&lt;span class="Apple-style-span" style="font-size: medium;"&gt;Deadly Premonition&lt;/span&gt;&lt;/i&gt;&lt;span class="Apple-style-span" style="font-size: medium;"&gt;. But with respect to the outstanding efforts of those development teams, neither game was as ambitious, as risky, as SWERY's. A sprawling space opera with intricate dialogue and moral choice systems? Kind of a BioWare specialty. A massive open-world shooter with incredible detail and freedom? Right up Rockstar's alley. Both games were based on existing, established IPs. Neither deviated too far afield from a proven formula. Both had millions of dollars of marketing capital to burn, and both were created by large studios with hundreds of experienced developers. By its nature, a videogame is a risky product, but these particular games were always going to be safer bets than most others.&lt;/span&gt;&lt;/div&gt;&lt;div&gt;&lt;span class="Apple-style-span" style="font-size: medium;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;&lt;div&gt;&lt;span class="Apple-style-span" style="font-size: medium;"&gt;So sure, there may be some element of rooting for the underdog at play here. But I think &lt;i&gt;Deadly Premonition&lt;/i&gt;'s ambition speaks to the thing SWERY has his team nailed: "we poured our love into the game." Due respect to other games, but the love that went into &lt;i&gt;Deadly Premonition&lt;/i&gt; is more tangible than in most AAA titles.&lt;/span&gt;&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/2121546376350658477-4940492685817154955?l=infinitelag.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://infinitelag.blogspot.com/feeds/4940492685817154955/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://infinitelag.blogspot.com/2011/01/goty-reason-6-outsize-ambition_2017.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/2121546376350658477/posts/default/4940492685817154955'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/2121546376350658477/posts/default/4940492685817154955'/><link rel='alternate' type='text/html' href='http://infinitelag.blogspot.com/2011/01/goty-reason-6-outsize-ambition_2017.html' title='GOTY Reason #6: Outsize Ambition'/><author><name>J.P. Grant</name><uri>http://www.blogger.com/profile/10359445806017817088</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://3.bp.blogspot.com/_AMFXeEK5E28/S8NpJUygTZI/AAAAAAAAAAY/w7_Fo8G6uMM/S220/n835749094_714454_8272.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://4.bp.blogspot.com/_AMFXeEK5E28/TTReUPIZgrI/AAAAAAAAAHk/Fv_tLmj4adI/s72-c/DeadlyPremonition.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-2121546376350658477.post-7846173250088535285</id><published>2011-01-09T17:20:00.004-05:00</published><updated>2011-01-09T17:40:10.804-05:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Red Dead Redemption'/><category scheme='http://www.blogger.com/atom/ns#' term='Deadly Premonition'/><category scheme='http://www.blogger.com/atom/ns#' term='Just Cause 2'/><category scheme='http://www.blogger.com/atom/ns#' term='Dragon Age'/><category scheme='http://www.blogger.com/atom/ns#' term='BioShock'/><category scheme='http://www.blogger.com/atom/ns#' term='GOTY'/><category scheme='http://www.blogger.com/atom/ns#' term='Dead Rising 2'/><title type='text'>GOTY Reason #5: "Lovely Useless Elements"</title><content type='html'>&lt;div style="text-align: center;"&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://2.bp.blogspot.com/_AMFXeEK5E28/TSn0L6onNEI/AAAAAAAAAHM/Gk_PYVyBj54/s1600/deadly1.png"&gt;&lt;img style="cursor:pointer; cursor:hand;width: 400px; height: 224px;" src="http://2.bp.blogspot.com/_AMFXeEK5E28/TSn0L6onNEI/AAAAAAAAAHM/Gk_PYVyBj54/s400/deadly1.png" border="0" alt="" id="BLOGGER_PHOTO_ID_5560243700520924226" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;In an &lt;a href="http://www.telegraph.co.uk/technology/video-games/8090073/Deadly-Premonition-developer-interview.html"&gt;interview with the &lt;i&gt;Telegraph&lt;/i&gt;&lt;/a&gt;, SWERY said that given a bigger budget, he'd have included more of what he calls "lovely useless elements" in &lt;i&gt;Deadly Premonition&lt;/i&gt;. As it happened, he managed to include quite a few regardless. And they're one of the reasons I love this game.&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;For the purposes of this discussion, I want to define "lovely useless elements" as two things: mini-games and (for lack of a better term) Easter eggs, little details in the environment or interface that serve to enhance the fiction. I'm not sure if that's exactly how SWERY defines them, but the idea is that these features are entirely optional and have no immediate practical application to core gameplay.&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;Generally, I'm of two minds about incidental features. On one hand, I appreciate the opportunity to jump into a mini-game every so often as a brief diversion from the core gameplay and/or story. Especially in open-world and RPG games, where it's easy to get overwhelmed with quest after quest, it's nice when the game encourages you to take a break and play some poker or compete in a race. Generally there's at least a tangential connection to the setting or plot, like Marston playing Liar's Dice in one of &lt;i&gt;Red Dead Redemption&lt;/i&gt;'s saloons or Chuck swatting golf balls in a sporting goods store in &lt;i&gt;Dead Rising 2&lt;/i&gt;. Those mini-games make sense in the context of the setting, if not the story.&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;I've always been a fan of &lt;a href="http://infinitelag.blogspot.com/2010/08/environmentally-friendly.html"&gt;environmental storytelling&lt;/a&gt;, since I think videogames are uniquely positioned to do this effectively. &lt;i&gt;BioShock&lt;/i&gt; is probably the easiest and best example: I spent just as much time examining propaganda posters and constructing the stories of tableaux I happened upon - like the corpse I found laying next to a pile of suitcases - as I did in combat. Often, I'm all for developers stuffing their games chock-full of flourishes in the environment or UI to build my connection to the fiction. &lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;On the other hand, sometimes it's all a bit much. &lt;i&gt;Just Cause 2&lt;/i&gt;, which I am still loving the crap out of, is decidedly &lt;i&gt;not&lt;/i&gt; a racing game.  Yet Panau is littered with vehicle challenges - which, again, are totally optional, but which also clutter the map as glaringly unfulfilled objectives.Yes, I understand that completing challenges nets me more cash and helps unlock more missions. It's the same with the hunting and outfit-collection challenges in &lt;i&gt;RDR&lt;/i&gt;.  It feels a little too obvious, like the game is saying, "right, here's the requisite driving mini-game, here's the obligatory on-rails gatling gun segment." The fact that there are tangible, practical rewards for participating in these mini-games doesn't dispel the odd tension that these games, which thrive on completionism of various sorts, create by including the mini-games in the first place. When completing a tangential challenge is as worthwhile or meaningful as completing a story mission, is there a point to investing the player in the story at all? [To &lt;i&gt;Just Cause 2&lt;/i&gt;'s credit, I think that game says, very clearly, "Nope! So go have fun just screwing around!"] Shoehorning in too many mini-games, as I think &lt;i&gt;RDR&lt;/i&gt; does (although its implementation is superb), risks devaluing the narrative; ironically, this is especially true when practical rewards are attached to the mini-games.&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;The same risk applies to environmental flourishes. I don't know many people who claim &lt;i&gt;BioShock&lt;/i&gt; is a terrific shooter, despite the nearly-universal praise it's gotten. In fact, that's the biggest knock on it, right? It's an amazing world and an okay game. One might make the same argument about RPGs like &lt;i&gt;Dragon Age: Origins&lt;/i&gt;, which sometimes feel &lt;a href="http://infinitelag.blogspot.com/2010/11/primary-sources.html"&gt;overloaded with lore&lt;/a&gt;. There's a delicate balance between game, environment, and story - so delicate, I think, that it's nearly impossible to seamlessly integrate all three.&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div style="text-align: center;"&gt;&lt;a href="http://4.bp.blogspot.com/_AMFXeEK5E28/TSoSkM8TmyI/AAAAAAAAAHU/TNknSg5k0SY/s1600/1347686-dp_window_super.png"&gt;&lt;img src="http://4.bp.blogspot.com/_AMFXeEK5E28/TSoSkM8TmyI/AAAAAAAAAHU/TNknSg5k0SY/s400/1347686-dp_window_super.png" border="0" alt="" id="BLOGGER_PHOTO_ID_5560277103101057826" style="cursor: pointer; width: 400px; height: 224px; " /&gt;&lt;/a&gt;&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;Let's come back to &lt;i&gt;Deadly Premonition&lt;/i&gt;. First, let's look at some of the mini-games (or, I guess, meta-games) it includes:&lt;/div&gt;&lt;div&gt;&lt;ul&gt;&lt;li&gt;&lt;b&gt;Racing.&lt;/b&gt; York can drive his car around the streets of Greenvale in a few timed checkpoint racing challenges. Completing races nets you Trading Cards (more on these in a bit).&lt;/li&gt;&lt;li&gt;&lt;b&gt;Fishing.&lt;/b&gt; Once he obtains a fishing rod, York can head to watering holes marked on his map and cast his line, initiating a truly bizarre &lt;a href="http://en.wikipedia.org/wiki/Press_Your_Luck"&gt;Press Your Luck&lt;/a&gt;-style game that results in a variety of prizes. Buying special kinds of bait can increase your chances of getting quality loot. In some cases you'll get Trading Cards.&lt;/li&gt;&lt;li&gt;&lt;b&gt;Darts.&lt;/b&gt; After purchasing a Dart Gun (really?) from Richard, York can try to beat the high score on the machine in Richard's bar. The reward for getting high scores: more Trading Cards.&lt;/li&gt;&lt;li&gt;&lt;b&gt;Peeping.&lt;/b&gt; Seriously. At most locations, York can peer into a building's windows and watch its inhabitants going about their business. These sequences occur in a first-person viewpoint and involve almost no player activity beyond moving the camera. The reward for peeping, and the game actually says "reward for observation," is Agent Honor (cash - again, more on this in a bit).&lt;/li&gt;&lt;li&gt;&lt;b&gt;Shaving. &lt;/b&gt;Again, seriously. When he has access to a sink and mirror - sometimes in the middle of the Other World sequences! - York can earn Agent Honor by shaving. Shaving also prevents him from looking disheveled, much like...&lt;/li&gt;&lt;li&gt;&lt;b&gt;Dressing.&lt;/b&gt; York can purchase a variety of suits throughout the game. Not changing his clothes every so often and not shaving will make flies buzz around him, and other people will like him less (though how the game articulates that I'm not sure).&lt;/li&gt;&lt;li&gt;&lt;b&gt;Sleeping and Eating. &lt;/b&gt;Much has been made of the fact that York has a Sleep Meter and Hunger Meter, which can be replenished by sleeping and eating, respectively. York will collect various foodstuffs (jars of pickles, turkey sandwiches, lollipops) as he explores Greenvale (though I'm not sure how eating smoked salmon found in a disused locker in a nightmarish hell version of the police station could &lt;i&gt;restore&lt;/i&gt; anyone). Sleeping restores health, and yes, you will get to sack out on some conveniently-placed cots in the Other World.&lt;/li&gt;&lt;/ul&gt;&lt;div&gt;These last few aren't mini-games per se, but I've included them here because the player receives rewards for them. Notice a theme in the rewards? Generally, they're either Trading Cards or Agent Honor. &lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;First, the &lt;a href="http://shshatteredmemories.com/greenvale/trading-cards"&gt;Trading Cards&lt;/a&gt;. Aside from an Achievement for collecting all of them, these are demonstrably useless rewards. They contain maybe a sentence or two about the character or object pictured, with only a few revealing details the player/York hasn't already intuited or observed.&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;Agent Honor badges, found randomly around Greenvale and in the Other World, and especially when breaking crates or fences, grant York a small amount of cash. The economic system of Greenvale is erratic at best; a turkey sandwich costs $100, and calling the FBI on a nearby phone will set you back $1. York can purchase new suits, food, bait, upgrades and ammo for weapons, and gas for his car - but there's not a very robust economy in Greenvale, to say the least. Given that York receives cash every time he kills an Other World zombie (I don't even want to try to parse why, since that seems like a blatant extra-diegetic "game mechanic" thing), and that he will kill hundreds of zombies, the Agent Honor badges are essentially worthless.&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;There are also a few environmental/UI flourishes I want to highlight:&lt;/div&gt;&lt;div&gt;&lt;ul&gt;&lt;li&gt;&lt;b&gt;Turn Signals and Windshield Wipers.&lt;/b&gt; The latter is only useful when driving in first-person view, and the former is not useful at all.&lt;/li&gt;&lt;li&gt;&lt;b&gt;License Plates. &lt;/b&gt;Each character's license plate reveals some hint about him or her, with a few being outright spoilers. If you want to, you can trail characters as they drive around Greenvale.&lt;/li&gt;&lt;li&gt;&lt;b&gt;Smoking.&lt;/b&gt; York can light up a cigarette to pass the time while he waits for a sidequest window to open or for the next chapter in the case to begin.&lt;/li&gt;&lt;li&gt;&lt;b&gt;&lt;/b&gt;&lt;b&gt;Coffee Fortunes.&lt;/b&gt; &lt;a href="http://www.youtube.com/watch?v=Qa19-c1R_Qg&amp;amp;feature=related"&gt;"FK...in the coffee!"&lt;/a&gt; is a commonly-lampooned moment in the game, sure. But York can return to the hotel's dining room any time to read a new fortune in his coffee, fortunes which occasionally provide hints about sidequests.&lt;/li&gt;&lt;li&gt;&lt;b&gt;&lt;span class="Apple-style-span" style="font-weight: normal; "&gt;&lt;b&gt;The Pause Screen. &lt;/b&gt;Press the start button to enter a Lynchian nightmare room, complete with taxidermied deer head THAT TOTALLY BLINKS AT YOU. &lt;/span&gt;&lt;/b&gt;&lt;/li&gt;&lt;/ul&gt;&lt;div style="text-align: center;"&gt;&lt;a href="http://2.bp.blogspot.com/_AMFXeEK5E28/TSol0krvF_I/AAAAAAAAAHc/FlSupGjUdK4/s1600/deadly-premonition-pause-screen.jpg"&gt;&lt;span class="Apple-style-span" style="color: rgb(0, 0, 0); -webkit-text-decorations-in-effect: none; "&gt;&lt;/span&gt;&lt;/a&gt;&lt;a href="http://2.bp.blogspot.com/_AMFXeEK5E28/TSol0krvF_I/AAAAAAAAAHc/FlSupGjUdK4/s1600/deadly-premonition-pause-screen.jpg"&gt;&lt;img src="http://2.bp.blogspot.com/_AMFXeEK5E28/TSol0krvF_I/AAAAAAAAAHc/FlSupGjUdK4/s400/deadly-premonition-pause-screen.jpg" border="0" alt="" id="BLOGGER_PHOTO_ID_5560298275072841714" style="cursor: pointer; width: 400px; height: 250px; " /&gt;&lt;/a&gt;&lt;/div&gt;&lt;/div&gt;&lt;div style="text-align: left;"&gt;&lt;a href="http://2.bp.blogspot.com/_AMFXeEK5E28/TSol0krvF_I/AAAAAAAAAHc/FlSupGjUdK4/s1600/deadly-premonition-pause-screen.jpg"&gt;&lt;br /&gt;&lt;/a&gt;&lt;/div&gt;&lt;div style="text-align: left;"&gt;In the August 2010 issue of &lt;i&gt;Game Developer&lt;/i&gt; magazine, SWERY comments on some of the incidental features. Discussing the turn signals and GPS system in York's car, he says, "Features like these may seem extraneous, but I truly believe they accentuate the game's sense of reality."&lt;/div&gt;&lt;div style="text-align: left;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div style="text-align: left;"&gt;In a way, I agree: I've never had a "turn signal button" in a game before. However, when maybe two other cars are on the road in a five-square-mile town at any given time - and controlling my car is like trying to ride a rhino with ulcerative colitis - to what degree can a turn signal possibly be "realistic"?&lt;/div&gt;&lt;div style="text-align: left;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div style="text-align: left;"&gt;I don't want to put words in SWERY's mouth, but I think what he may be getting at - and what he discusses in the &lt;i&gt;Telegraph&lt;/i&gt; interview - is not reality, but surrealism. He says: "it is my contention that without incidental elements, you can't create this dark, fearful side behind it." Going back to David Lynch films: the truly disturbing element, I find, is that before they veer too sharply into the surreal, they create a plausible simulacrum of reality. They put you in the real world before transporting you to the nightmare world. I think SWERY is trying to accomplish the same thing. [Whether he is successful is up to the player to judge, but I find it remarkable that he is even attempting this.]&lt;/div&gt;&lt;div style="text-align: left;"&gt;&lt;a href="http://2.bp.blogspot.com/_AMFXeEK5E28/TSol0krvF_I/AAAAAAAAAHc/FlSupGjUdK4/s1600/deadly-premonition-pause-screen.jpg"&gt;&lt;br /&gt;&lt;/a&gt;&lt;/div&gt;&lt;div style="text-align: left;"&gt;There are two key things happening, I think, with SWERY's "lovely useless elements." The first is that &lt;i&gt;Deadly Premonition&lt;/i&gt;, unlike &lt;i&gt;RDR&lt;/i&gt; or any number of other games, is telling the player outright that these elements are indeed useless - and that's okay! As I said above, the rewards the mini-games offer are only marginally useful at best. The game is telling us that it's okay to do these things for their own sake, not in the guise of obtaining a new combat buff. That's kind of refreshing, actually; the idea is that simulating this weird reality is its own reward, instead of enforcing the common paradigm of handcuffing every mechanic to some kind of pseudo-tangible "progression." [BTW, this is why I find the sidequests that result in new weapons for the combat sections particularly grating.]&lt;/div&gt;&lt;div style="text-align: left;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div style="text-align: left;"&gt;The second is that, like Lynch's work, &lt;i&gt;Deadly Premonition&lt;/i&gt; depends on synergy. The whole is more than the sum of its parts. The story missions would not be nearly as meaningful had the player (as York/Zach) not had the opportunity to clandestinely observe potential suspects in Greenvale, or pursue them at whim around town in the car. The game mechanics, &lt;i&gt;by virtue of their transparent worthlessness&lt;/i&gt;, become more meaningful than they ought to be. Unlike &lt;i&gt;RDR&lt;/i&gt;, they throw into stark relief the fact that they are, in fact, useless.&lt;/div&gt;&lt;div style="text-align: left;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div style="text-align: left;"&gt;I love the phrase "lovely useless elements." Why? It conveys what I think every fan of &lt;i&gt;Deadly Premonition&lt;/i&gt; intuits: the love the creator has for the game. Whether the creation is successful in comparison with other games is, to some degree, irrelevant; there is a clear auteur at work here, and that curiosity alone is worth examining.&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/2121546376350658477-7846173250088535285?l=infinitelag.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://infinitelag.blogspot.com/feeds/7846173250088535285/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://infinitelag.blogspot.com/2011/01/goty-reason-5-lovely-useless-elements.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/2121546376350658477/posts/default/7846173250088535285'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/2121546376350658477/posts/default/7846173250088535285'/><link rel='alternate' type='text/html' href='http://infinitelag.blogspot.com/2011/01/goty-reason-5-lovely-useless-elements.html' title='GOTY Reason #5: &quot;Lovely Useless Elements&quot;'/><author><name>J.P. Grant</name><uri>http://www.blogger.com/profile/10359445806017817088</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://3.bp.blogspot.com/_AMFXeEK5E28/S8NpJUygTZI/AAAAAAAAAAY/w7_Fo8G6uMM/S220/n835749094_714454_8272.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://2.bp.blogspot.com/_AMFXeEK5E28/TSn0L6onNEI/AAAAAAAAAHM/Gk_PYVyBj54/s72-c/deadly1.png' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-2121546376350658477.post-5222325389991387137</id><published>2011-01-02T13:38:00.000-05:00</published><updated>2011-01-02T13:38:37.485-05:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Red Dead Redemption'/><category scheme='http://www.blogger.com/atom/ns#' term='Deadly Premonition'/><category scheme='http://www.blogger.com/atom/ns#' term='TV'/><category scheme='http://www.blogger.com/atom/ns#' term='GOTY'/><title type='text'>GOTY Reason #4: Absurd Story, Great Storytelling</title><content type='html'>Story is commonly cited as one of &lt;i&gt;Deadly Premonition&lt;/i&gt;'s key (and, some say, few) strengths, but I have to disagree. The story is patently absurd. By the end, the absurdity is so thick even Shinji Mikami is ready to take his ball and go home.&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;And yet, &lt;i&gt;Deadly Premonition&lt;/i&gt; is one of the best examples of story&lt;i&gt;telling&lt;/i&gt; I've ever seen in a videogame.&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;div style="text-align: center;"&gt;&lt;a href="http://3.bp.blogspot.com/_AMFXeEK5E28/TSCm847NZLI/AAAAAAAAAG8/JNsy-XRYh1s/s1600/redseedsprofile.jpg"&gt;&lt;img src="http://3.bp.blogspot.com/_AMFXeEK5E28/TSCm847NZLI/AAAAAAAAAG8/JNsy-XRYh1s/s400/redseedsprofile.jpg" border="0" alt="" id="BLOGGER_PHOTO_ID_5557625505178281138" style="cursor: pointer; width: 344px; height: 400px; " /&gt;&lt;/a&gt;&lt;/div&gt;&lt;div style="text-align: left;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div style="text-align: left;"&gt;In Japan, &lt;i&gt;Deadly Premonition&lt;/i&gt; was released under the name &lt;i&gt;Red Seeds Profile&lt;/i&gt; (and on the PS3 in addition to Xbox360) - a title that, while not immediately gripping or grammatically elegant, is far more fitting. Like the single letter first found under Laura Palmer's fingernail in &lt;i&gt;Twin Peaks&lt;/i&gt;, the red seeds found on, near, or in each victim in &lt;i&gt;Deadly Premonition&lt;/i&gt; function as the recurring clue that engages the audience in the mystery along with York. The red seeds are the (David) lynchpin on which the plot is fastened. [Wow, I'm really, really sorry for that. (Not really.)]&lt;/div&gt;&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;But as with &lt;i&gt;Twin Peaks&lt;/i&gt;, the narrative is so fragmented that you end up wondering if the red seeds are not just a &lt;a href="http://en.wikipedia.org/wiki/MacGuffin"&gt;MacGuffin&lt;/a&gt;. While linear overall, the plot of &lt;i&gt;Deadly Premonition&lt;/i&gt; veers off into bizarre territory pretty regularly. For example, there's the scene where York has a, yes,  premonition that the only way he will be able to retrieve missing documents detailing the history of the Raincoat Killer case is to literally fish them out of the river. So he...fishes them out of the river. With a fishing rod.&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;Because the game presents a pseudo-open world - while organized into Chapters, there is still plenty of room for York to hop off into sidequests and exploration between story missions - &lt;i&gt;Deadly Premonition&lt;/i&gt; suffers from a similar narrative disconnect as &lt;i&gt;Red Dead Redemption&lt;/i&gt;. I'm not the first to point out how badly, say, stopping to pick flowers or chase bounties breaks Marston's "have to get back to my wife and kid" conceit. But because York is so &lt;a href="http://infinitelag.blogspot.com/2010/12/goty-reason-1-memorable-protagonist.html"&gt;unswervingly weird&lt;/a&gt;, and the atmosphere so surreal - and because we've been &lt;a href="http://infinitelag.blogspot.com/2010/12/goty-reason-3-shifting-perspective.html"&gt;conditioned to question reality&lt;/a&gt; via the Red Room/White Room and Other World sequences - we learn to expect, and eventually embrace, the absurdity and cognitive dissonance. &lt;i&gt;Of course&lt;/i&gt; York would fish the case files out of the river. That makes sense in this world.&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;There's also the fact that much of the insight we get into the characters and world of &lt;i&gt;Deadly Premonition&lt;/i&gt; is delivered in a seemingly incidental way. The sequence where York joins the local cops for an &lt;a href="http://infinitelag.blogspot.com/2010/12/goty-reason-1-memorable-protagonist.html"&gt;awkward dinner&lt;/a&gt;, or where George discusses his traumatic childhood with York at the bar: These are entirely optional scenes, initiated with a QTE, yet so much more revealing than most main story sequences. Similar arguments can be made for many of the sidequests; for example, completing Quint's engagement ring sidequest makes what happens in the main story even more tragic. Yet looking back on the story after completing it, it's hard to argue these sequences are not essential to a full appreciation of the logic and progression of the narrative. The main story missions, in which York searches for clues in Other World sequences and then mentally connects the dots to profile the killer, are ironically often the least interesting or emotionally significant. Instead, it's what happens &lt;i&gt;after&lt;/i&gt; or &lt;i&gt;between&lt;/i&gt; these missions that's resonant.&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;As a consequence, I'd argue, &lt;i&gt;Deadly Premonition&lt;/i&gt; is basically telling the player the plot is secondary to the player's &lt;a href="http://infinitelag.blogspot.com/2010/12/goty-reason-2-emotional-investment.html"&gt;emotional connection&lt;/a&gt; to the characters and world. While I absolutely love just tooling around in &lt;i&gt;Red Dead&lt;/i&gt;, and while I agree the game encourages you to do so, it's hard to make the same argument; in signature Rockstar style, the ancillary characters (save Bonnie and the Marston family) are largely satirical ciphers. While the player may develop genuine sympathy for the plight and passion of Luisa, for example, that connection is totally negated by the ironic pompousness and indifference of Reyes. While the story missions in &lt;i&gt;RDR&lt;/i&gt; are generally less meaningful than the incidental ones, there's not as much emotional payoff as there is in &lt;i&gt;Deadly Premonition&lt;/i&gt;.&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;That's not to say we're not interested in the mystery, though. We still want to discover the identity of the Raincoat Killer, understand the nature and purpose of the red seeds, unpack the York/Zach relationship, and figure WTF is up with any number of other oddities in the main plot. It's just that the structure of the storytelling itself prioritizes our emotional connection to the characters, not the main plot itself. It's a scenario oddly reminiscent of &lt;i&gt;LOST&lt;/i&gt;.&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div style="text-align: center;"&gt;&lt;a href="http://4.bp.blogspot.com/_AMFXeEK5E28/TSC9VL0hsnI/AAAAAAAAAHE/R3q4hX9rzaM/s1600/lost_5.jpg"&gt;&lt;img src="http://4.bp.blogspot.com/_AMFXeEK5E28/TSC9VL0hsnI/AAAAAAAAAHE/R3q4hX9rzaM/s400/lost_5.jpg" border="0" alt="" id="BLOGGER_PHOTO_ID_5557650111823196786" style="cursor: pointer; width: 400px; height: 300px; " /&gt;&lt;/a&gt;&lt;/div&gt;&lt;div style="text-align: left;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div style="text-align: left;"&gt;It's interesting, and I think totally intentional, that the promo image above is a patchwork of characters' faces. There are more dramatic images that could have been used to advertise the series throughout its six-year run, but nearly all of the promo materials had the ensemble front and center. &lt;i&gt;LOST&lt;/i&gt; may have had a supernatural mystery at its core - what is the Island, and why are these people here? - but the producers and writers never forgot that the characters are what kept viewers hooked. Their innovative storytelling structure - the flashbacks, flash-forwardses(?), and flash-sidewayses(??) - was perfectly suited to a series that was much more about asking questions than providing answers, and much more about people than about plot.&lt;/div&gt;&lt;div style="text-align: left;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div style="text-align: left;"&gt;Like &lt;i&gt;Deadly Premonition&lt;/i&gt;, the story of &lt;i&gt;LOST&lt;/i&gt; was absurd, and became increasingly more so as the series went on. By the time the show entered its time travel phase and concluded with its spiritual gumbo of a finale, the plot had gone so far off the rails that having the characters meet in the afterlife - a writing cop-out if ever there was one, if you ask me, but that's another topic - felt like one of the only options left. &lt;/div&gt;&lt;div style="text-align: left;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div style="text-align: left;"&gt;But for the majority of its run, the overwhelming success of &lt;i&gt;LOST&lt;/i&gt; was never its story, but instead the way it parceled out information to the viewer. By focusing on a different character (or pair of characters) each episode in both the present/Island setting and the past/future/sideways/Mainland setting, the show encouraged the viewer to patch together its disassembled narrative, using character backstory as a hook to entice him to put in the effort. For the more devoted fans (yours truly included), there were any number of tantalizing in-show Easter Eggs and assorted multimedia ephemera to keep us invested in the characters and the mystery after the TV was off. [Author Amelia Beamer's article &lt;a href="http://www.ameliabeamer.com/nonfiction/lost-as-hypertext/"&gt;"&lt;i&gt;LOST&lt;/i&gt; as Hypertext"&lt;/a&gt; analyzes the show's storytelling technique, and is a terrific read for fans of both &lt;i&gt;LOST&lt;/i&gt; and &lt;i&gt;Deadly Premonition&lt;/i&gt;.]&lt;/div&gt;&lt;div style="text-align: left;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div style="text-align: left;"&gt;From the beginning, &lt;i&gt;LOST&lt;/i&gt; was dedicated to engaging the viewer in the construction of its story. That its story was absurd was irrelevant. It was that it gave us all these avenues into its world that was meaningful, the way it exploited the tension between authorial control and audience participation. This, I think, is also what &lt;i&gt;Deadly Premonition&lt;/i&gt; does so well, and what is unfortunately often overlooked about the game.&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/2121546376350658477-5222325389991387137?l=infinitelag.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://infinitelag.blogspot.com/feeds/5222325389991387137/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://infinitelag.blogspot.com/2011/01/goty-reason-4-absurd-story-great.html#comment-form' title='1 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/2121546376350658477/posts/default/5222325389991387137'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/2121546376350658477/posts/default/5222325389991387137'/><link rel='alternate' type='text/html' href='http://infinitelag.blogspot.com/2011/01/goty-reason-4-absurd-story-great.html' title='GOTY Reason #4: Absurd Story, Great Storytelling'/><author><name>J.P. Grant</name><uri>http://www.blogger.com/profile/10359445806017817088</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://3.bp.blogspot.com/_AMFXeEK5E28/S8NpJUygTZI/AAAAAAAAAAY/w7_Fo8G6uMM/S220/n835749094_714454_8272.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://3.bp.blogspot.com/_AMFXeEK5E28/TSCm847NZLI/AAAAAAAAAG8/JNsy-XRYh1s/s72-c/redseedsprofile.jpg' height='72' width='72'/><thr:total>1</thr:total></entry><entry><id>tag:blogger.com,1999:blog-2121546376350658477.post-5119362548179073968</id><published>2010-12-28T21:42:00.000-05:00</published><updated>2010-12-28T21:42:13.012-05:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Red Dead Redemption'/><category scheme='http://www.blogger.com/atom/ns#' term='movies'/><category scheme='http://www.blogger.com/atom/ns#' term='Deadly Premonition'/><category scheme='http://www.blogger.com/atom/ns#' term='Mass Effect 2'/><category scheme='http://www.blogger.com/atom/ns#' term='GOTY'/><category scheme='http://www.blogger.com/atom/ns#' term='Alan Wake'/><title type='text'>GOTY Reason #3: Shifting Perspective</title><content type='html'>Good mysteries and good horror stories have at least one feature in common: they keep the audience off-balance.&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;&lt;i&gt;Psycho&lt;/i&gt; is the easy example. When the main character can be killed off halfway through the film, the audience is being sent a clear signal - all bets are off. What you thought this film was about? Guess what: Not what it's really about. Or &lt;i&gt;whom&lt;/i&gt; it's really about.&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;This act of shifting narrative focus, when done well, is remarkably effective in engaging the audience. It takes the viewer out of his comfort zone. It forces him to reevaluate his assumptions - about characters, plot events, themes, sometimes even genre. It makes him think critically about the messages he's being sent and asks him to consider how he's being conditioned to respond.&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;&lt;i&gt;Deadly Premonition&lt;/i&gt; is heavily invested in making the player ask questions about what he's experiencing. These obviously start with the player's avatar, York. Namely, why is he so weird? How come he's so oddly nonchalant about these horrible, supernatural goings-on? And who the hell is "Zach," anyways? (At least, who does York think Zach is?) And the biggest question: what does it mean that I, the player, "am" Zach?&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div style="text-align: center;"&gt;&lt;a href="http://3.bp.blogspot.com/_AMFXeEK5E28/TRqMm7LfkgI/AAAAAAAAAGs/95d5MJQQ1Kc/s1600/Red-Room.png"&gt;&lt;img src="http://3.bp.blogspot.com/_AMFXeEK5E28/TRqMm7LfkgI/AAAAAAAAAGs/95d5MJQQ1Kc/s400/Red-Room.png" border="0" alt="" id="BLOGGER_PHOTO_ID_5555907690663744002" style="cursor: pointer; width: 400px; height: 224px; " /&gt;&lt;/a&gt;&lt;/div&gt;&lt;div style="text-align: center;"&gt;&lt;i&gt;&lt;span class="Apple-style-span" style="font-size: small;"&gt;York encounters ethereal versions of the Ingram twins in the Red Room.&lt;/span&gt;&lt;/i&gt;&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;As I mentioned &lt;a href="http://infinitelag.blogspot.com/2010/12/goty-reason-1-memorable-protagonist.html"&gt;previously&lt;/a&gt;, the fact that York is an unreliable narrator calls into doubt whether any of what we're experiencing is real. Like David Lynch films, the game trades heavily in the symbolic. The combat sequences, which generally take place in the supernatural "Other World," may or may not be figments of York's imagination. Add to that the surreal Red Room and White Room sequences that precede each new chapter, and it's clear the game is demanding a different kind of approach than players are typically used to. &lt;/div&gt;&lt;div&gt;&lt;i&gt;&lt;br /&gt;&lt;/i&gt;&lt;/div&gt;&lt;div&gt;&lt;i&gt;Alan Wake&lt;/i&gt; suffers, I think, from too closely approximating a conventional third-person action game; its most successful sequences, to me, were the weirder ones, like the bit near the end with the objects made out of words from Alan's typewriter. &lt;i&gt;Deadly Premonition&lt;/i&gt;, on the other hand, only makes at best a half-assed attempt to approximate a conventional action or horror game; viewed as such, it is an abject failure, deserving of the bad reviews. But I don't think it's really interested in doing that. Instead, I think it's appropriating certain action game conventions (and intentionally subverting others) to unsettle the player so that his emotional and intellectual responses are continually off-balance. [And again, and I hope you can see this is not me being an "apologist" but merely acknowledging the obvious, it royally cocks up a lot of those conventions - which have become conventions not necessarily because they're "safe," but because they &lt;i&gt;work&lt;/i&gt;.]&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;Speaking of unsettling: &lt;i&gt;Deadly Premonition&lt;/i&gt; takes obvious cues from &lt;i&gt;Twin Peaks&lt;/i&gt;, but I would argue the more resonant connection to Lynch is his 1997 film &lt;i&gt;&lt;a href="http://www.imdb.com/title/tt0116922/"&gt;Lost Highway&lt;/a&gt;&lt;/i&gt;.&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;It's nearly impossible to describe what &lt;i&gt;Lost Highway&lt;/i&gt; is "about," but, like other Lynch films &lt;i&gt;&lt;a href="http://www.imdb.com/title/tt0166924/"&gt;Mulholland Dr.&lt;/a&gt;&lt;/i&gt; and &lt;i&gt;&lt;a href="http://www.imdb.com/title/tt0460829/"&gt;Inland Empire&lt;/a&gt;&lt;/i&gt;, it is a highly figurative and fragmented narrative in which a central character is quite literally a split personality. In each of these films, there occurs a point (or several points) at which the protagonist suddenly "becomes" a totally different person - played by the same actor - in a totally different situation. If there is a narrative logic to this splitting, it is fluid at best; the viewer is compelled to consider the film on a symbolic level, as logic either breaks down or is abandoned entirely.&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;But what makes &lt;i&gt;Lost Highway&lt;/i&gt;, in particular, relevant to &lt;i&gt;Deadly Premonition&lt;/i&gt; is the way the splitting of its main character can be read as a psychological defense mechanism. Film critic &lt;a href="http://reflectionsonfilmandtelevision.blogspot.com/2010/06/cult-movie-review-lost-highway-1997.html"&gt;John Kenneth Muir's brilliant analysis&lt;/a&gt; of the film as Lynch's depiction of a "psychogenic fugue, a state of disassociation with oneself," could almost be applied to the game with equal precision. As in other Lynch films, certain events, characters, and details in &lt;i&gt;Deadly Premonition&lt;/i&gt; that seem to make no sense at first acquire symbolic and sometimes narrative weight later on. &lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;And, as in &lt;i&gt;Lost Highway&lt;/i&gt;, internal conflict is rendered externally, in the physical world. In &lt;i&gt;Lost Highway&lt;/i&gt;, the "Mystery Man," played with demented aplomb by Robert Blake, is a manifestation of the main character's growing mental instability. In &lt;i&gt;Deadly Premonition&lt;/i&gt;, there are similar physical manifestations of abstract concepts and conflicts, represented by objects, people, and in some cases the environment. &lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div style="text-align: center;"&gt;&lt;a href="http://1.bp.blogspot.com/_AMFXeEK5E28/TRqTS-P1f3I/AAAAAAAAAG0/nCzJMrufQHA/s1600/losthighway1.jpg"&gt;&lt;img src="http://1.bp.blogspot.com/_AMFXeEK5E28/TRqTS-P1f3I/AAAAAAAAAG0/nCzJMrufQHA/s400/losthighway1.jpg" border="0" alt="" id="BLOGGER_PHOTO_ID_5555915044471275378" style="cursor: pointer; width: 400px; height: 218px; " /&gt;&lt;/a&gt;&lt;/div&gt;&lt;div style="text-align: center;"&gt;&lt;i&gt;&lt;span class="Apple-style-span" style="font-size: small;"&gt;Happy nightmares! Love, future accused murderer Robert Blake.&lt;/span&gt;&lt;/i&gt;&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;The fun part of &lt;i&gt;Deadly Premonition&lt;/i&gt;, to me, was continually guessing not necessarily what was going to happen, but what the things that were happening &lt;i&gt;represented&lt;/i&gt;. &lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;Unlike the &lt;i&gt;Iron Man&lt;/i&gt;s or &lt;i&gt;Raiders of the Lost Ark&lt;/i&gt;s of the gaming world - the &lt;i&gt;Mass Effect 2&lt;/i&gt;s and&lt;i&gt; Red Dead Redemption&lt;/i&gt;s, the well-produced, beautifully drawn, meticulously play-tested, deservingly-lauded blockbusters - &lt;i&gt;Deadly Premonition&lt;/i&gt; is not as interested in telling you a story or having you experience it or having you create it as it is in getting you to think about what it all &lt;i&gt;means&lt;/i&gt;. It wants you to shift perspective, to reassess what you thought you were playing and who you thought you were playing as. (In fact, the game literally forces you to shift perspective in a few key segments, though I can't discuss them without getting into spoilers.) Your sense of "agency," that big gaming buzzword, is toyed with throughout, and outright subverted on several occasions.&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;Just like I don't want every movie I see to be a David Lynch film - &lt;a href="http://www.youtube.com/watch?v=mrb2Oc6naDI"&gt;my head would asplode!&lt;/a&gt; - I don't want every game I play to be &lt;i&gt;Deadly Premonition&lt;/i&gt;. But I do want to be challenged to think differently about stories and about games, and that's one of the big reasons &lt;i&gt;Deadly Premonition&lt;/i&gt; is my pick for Game of the Year.&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/2121546376350658477-5119362548179073968?l=infinitelag.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://infinitelag.blogspot.com/feeds/5119362548179073968/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://infinitelag.blogspot.com/2010/12/goty-reason-3-shifting-perspective.html#comment-form' title='2 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/2121546376350658477/posts/default/5119362548179073968'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/2121546376350658477/posts/default/5119362548179073968'/><link rel='alternate' type='text/html' href='http://infinitelag.blogspot.com/2010/12/goty-reason-3-shifting-perspective.html' title='GOTY Reason #3: Shifting Perspective'/><author><name>J.P. Grant</name><uri>http://www.blogger.com/profile/10359445806017817088</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://3.bp.blogspot.com/_AMFXeEK5E28/S8NpJUygTZI/AAAAAAAAAAY/w7_Fo8G6uMM/S220/n835749094_714454_8272.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://3.bp.blogspot.com/_AMFXeEK5E28/TRqMm7LfkgI/AAAAAAAAAGs/95d5MJQQ1Kc/s72-c/Red-Room.png' height='72' width='72'/><thr:total>2</thr:total></entry><entry><id>tag:blogger.com,1999:blog-2121546376350658477.post-6665754116544236060</id><published>2010-12-26T16:35:00.000-05:00</published><updated>2010-12-26T16:35:00.058-05:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Deadly Premonition'/><category scheme='http://www.blogger.com/atom/ns#' term='Mass Effect 2'/><category scheme='http://www.blogger.com/atom/ns#' term='GOTY'/><category scheme='http://www.blogger.com/atom/ns#' term='Alan Wake'/><title type='text'>GOTY Reason #2: Emotional Investment</title><content type='html'>It's hard for me to describe this scene without indulging in spoilers, but I want to tell you about my favorite moment in &lt;i&gt;Deadly Premonition&lt;/i&gt;.&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;York has come to Greenvale to investigate the murder of Anna Graham, whose mutilated body was found suspended from a tree, clearly with some kind of sick ritualistic intent. As you might guess, Anna will not be the only victim in this story. Other characters York meets will be slain in similarly grotesque ways by the mysterious Raincoat Killer as well.&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;And now for the hopefully light spoiler: Toward the end of Chapter 2, there's a tense cutscene in which York saves another would-be victim from a grisly demise with some last-second heroics. Moments later, however, a terrifying accident - or is it, since the victim appears to be almost religiously rapturous about her rapidly impending death? - smashes the rescued individual to bits. It's a sudden and jarring twist, one that I'm sure some players might find darkly funny (or, worse, &lt;i&gt;actually&lt;/i&gt; funny). By the time I'd gotten to that point, though, I was just horrified. After another seeming failure, the case was finally turning around. And then...this.&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;So we come to my favorite moment. York has just pushed budding love interest Emily, the sheriff's deputy, out of the way, saving her life as the victim is crushed under tons of stone. The camera pans from an image of the victim's arm sticking out from the rubble over to Emily's face. And Emily is in shock. Wordless, petrified, near-convulsive shock. &lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div style="text-align: center;"&gt;&lt;a href="http://2.bp.blogspot.com/_AMFXeEK5E28/TRbw9bFYBKI/AAAAAAAAAGQ/IMSaHfmZE0I/s1600/deadly_premonition_screenshot.jpg"&gt;&lt;img src="http://2.bp.blogspot.com/_AMFXeEK5E28/TRbw9bFYBKI/AAAAAAAAAGQ/IMSaHfmZE0I/s400/deadly_premonition_screenshot.jpg" border="0" alt="" id="BLOGGER_PHOTO_ID_5554892128441074850" style="cursor: pointer; width: 400px; height: 225px; " /&gt;&lt;/a&gt;&lt;/div&gt;&lt;div style="text-align: center;"&gt;&lt;i&gt;&lt;span class="Apple-style-span" style="font-size: small;"&gt;With York, in happier times.&lt;/span&gt;&lt;/i&gt;&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;Emily backs away, stumbling, mouth agape. In her expression the player can read any number of terrible realizations, as the young deputy comes to grips with - literally - the viscera of yet another mortifying crime she was unable to prevent.&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;And all I could think during this unnerving sequence was: Holy shit - &lt;i&gt;shock&lt;/i&gt;. I've never seen a game so convincingly portray shock before.&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;&lt;i&gt;Deadly Premonition&lt;/i&gt; is utterly committed to the player's emotional investment in the story and characters. So much so, in fact, that it makes the player &lt;a href="http://infinitelag.blogspot.com/2010/12/goty-reason-1-memorable-protagonist.html"&gt;role-play as York's alter ego Zach&lt;/a&gt;. And unlike most every other computer RPG, this one really does directly assume the player is inhabiting a role in the fiction. Hate to keep harping on this, but again, the "Zach" conceit is remarkably effective in encouraging the player to claim an emotional stake in the story. When a character talks to York, s/he is talking to Zach, too - to you. And after he's done talking to someone, York will ask Zach what he thought, engaging him/you in sometimes lengthy conversations reflecting on what they've just seen and experienced together. In this way the game demands that the player reflect on and emotionally engage with the story and characters in a way other games don't.&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;Finally, and this is something I'll discuss further in a future post, there are the Red Room and White Room sequences - dream-like intermissions between story chapters where the player explores weird symbolic spaces in York's mind. These scenes, which take obvious cues from David Lynch, build the player's investment in the characters by repurposing them in bizarre, surreal ways. You come out of these sequences saying, one, WTF, and two, why is York seeing [that person/those people] in that way? What could this represent? Are these the "premonitions" of the title, or something more abstract?&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;Like any piece of fiction, a &lt;a href="http://shshatteredmemories.com/greenvale/characters"&gt;colorful and interesting set of characters&lt;/a&gt; goes a long way toward engaging the audience. Greenvale is populated with an eclectic mix of inhabitants. Some of the more immediately recognizable, besides York and Emily, include amiable rockabilly convenience store owner Keith; his weirdly ethereal twin sons Isaach and Isaiah; traveling tree salesman Forrest Kaysen; kindly, deaf old hotel owner Polly; brusque, adversarial sheriff George; gas-masked, wheelchair-bound, weird-sandwich-loving millionaire Harry and his attendant Michael, who speaks only in rhyme; and SWERY's homage to &lt;i&gt;Twin Peaks&lt;/i&gt;' Log Lady, "Roaming" Sigourney the Pot Lady (she carries an actual pot, not the drug). &lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;Like York, the ancillary characters are instantly memorable. And unlike in &lt;i&gt;Alan Wake&lt;/i&gt;, that other supernatural horror thriller of 2010, they're not merely props: when one of them turns out to be the next victim, we're genuinely sad, both for the victim and the characters who have to deal with the aftermath. (By contrast, what was Alan's wife's name again? Amy? Sarah? Gertrude? All I remember was the annoying sidekick Barry and the crazy lady with the paint and a bunch of demonic farm equipment.)&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;Throughout the main story York will gain plenty of revealing insights about his co-investigators, Emily and George, as they share intimate details of their backgrounds. These conversations were some of my favorite moments in the game, as York (and by extension, I, as Zach) begins to understand and empathize with the vulnerabilities of these people. Vulnerability is something most games portray inexpertly, if at all, and yet it's exactly this quality that audiences crave in their characters in order to relate to them. &lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;[A brief aside: while I loved the "recruit your team" conceit of &lt;i&gt;Mass Effect 2&lt;/i&gt; - a phenomenal effort and the clear AAA GOTY pick for me - the vulnerabilities of characters like Jack, Thane, and Miranda rang a little more hollow for me. It's possible this is just because of the sci-fi trappings, but I think it's more likely that while the dialogue is undeniably polished and the production value is flawless, it's all a bit too Hollywood for my taste. One issue could be &lt;i&gt;ME2&lt;/i&gt;'s dialogue interface: When you can instantly (and, in my case, often inadvertently) replay the exact same lines of dialogue over and over, the emotional impact is necessarily deadened as immersion is broken. I'm not saying those characters' stories aren't rich and engaging; the emotional catharsis at the end of loyalty missions was the real reward for me, not the characters' newly-acquired loyalty. I just think it's more meaningful when there's no "game reward" (e.g. a boosted "loyalty stat") necessarily tied to characterization.]&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div style="text-align: center;"&gt;&lt;a href="http://4.bp.blogspot.com/_AMFXeEK5E28/TRemGHfCO_I/AAAAAAAAAGY/D3V2S_T56t0/s1600/masseffect2_006.jpg"&gt;&lt;img src="http://4.bp.blogspot.com/_AMFXeEK5E28/TRemGHfCO_I/AAAAAAAAAGY/D3V2S_T56t0/s400/masseffect2_006.jpg" border="0" alt="" id="BLOGGER_PHOTO_ID_5555091289403440114" style="cursor: pointer; width: 400px; height: 256px; " /&gt;&lt;/a&gt;&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;As difficult as &lt;i&gt;Deadly Premonition&lt;/i&gt;'s side quest structure can be to parse - some only activate at particular points in the story progression, at certain times of day, and/or are dependent on the weather(!) - taking the time to meet Greenvale's characters and explore their lives can be immensely rewarding. As with any small town, there's a lot more going on than meets the eye. Although some of these tasks may be simple fetch-quest affairs, the player understands that as with a good deal of the "action" sequences in the game, they're means to an end. And that end is often not a tangible reward like a new gun or improved stats, but instead a more intimate view into the strange and fascinating lives of Greenvale's inhabitants. &lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;Characterization as a reward for gameplay may seem an odd inversion of the norm. Usually we "endure" cutscenes, which function simply as context-building mechanisms to build investment in the action sequences that follow. But, like so many aspects of &lt;i&gt;Deadly Premonition&lt;/i&gt;, it is precisely because of this subversion that I find the game refreshing.&lt;/div&gt;&lt;div&gt; &lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/2121546376350658477-6665754116544236060?l=infinitelag.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://infinitelag.blogspot.com/feeds/6665754116544236060/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://infinitelag.blogspot.com/2010/12/goty-reason-2-emotional-investment.html#comment-form' title='3 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/2121546376350658477/posts/default/6665754116544236060'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/2121546376350658477/posts/default/6665754116544236060'/><link rel='alternate' type='text/html' href='http://infinitelag.blogspot.com/2010/12/goty-reason-2-emotional-investment.html' title='GOTY Reason #2: Emotional Investment'/><author><name>J.P. Grant</name><uri>http://www.blogger.com/profile/10359445806017817088</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://3.bp.blogspot.com/_AMFXeEK5E28/S8NpJUygTZI/AAAAAAAAAAY/w7_Fo8G6uMM/S220/n835749094_714454_8272.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://2.bp.blogspot.com/_AMFXeEK5E28/TRbw9bFYBKI/AAAAAAAAAGQ/IMSaHfmZE0I/s72-c/deadly_premonition_screenshot.jpg' height='72' width='72'/><thr:total>3</thr:total></entry><entry><id>tag:blogger.com,1999:blog-2121546376350658477.post-9027712016007497925</id><published>2010-12-24T16:44:00.000-05:00</published><updated>2010-12-24T16:44:50.947-05:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Red Dead Redemption'/><category scheme='http://www.blogger.com/atom/ns#' term='Deadly Premonition'/><category scheme='http://www.blogger.com/atom/ns#' term='Mass Effect 2'/><category scheme='http://www.blogger.com/atom/ns#' term='GOTY'/><title type='text'>GOTY Reason #1: Memorable Protagonist</title><content type='html'>Commander Shepard and John Marston might star in two of the most (rightly) acclaimed games of this year. But both are positively boring compared to FBI Special Agent Francis York Morgan.&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;&lt;div style="text-align: center;"&gt;&lt;img style="cursor:pointer; cursor:hand;width: 400px; height: 225px;" src="http://4.bp.blogspot.com/_AMFXeEK5E28/TRT51gTbv0I/AAAAAAAAAF4/AeaFrqVS0o0/s400/DeadlyPremonition1.jpg" border="0" alt="" id="BLOGGER_PHOTO_ID_5554338938054491970" /&gt;&lt;/div&gt;&lt;/div&gt;&lt;div style="text-align: center;"&gt;&lt;i&gt;&lt;span class="Apple-style-span"  style="font-size:small;"&gt;Call him York. Everyone does.&lt;/span&gt;&lt;/i&gt;&lt;/div&gt;&lt;div style="text-align: left;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div style="text-align: left;"&gt;Clearly based on &lt;i&gt;Twin Peaks&lt;/i&gt;' eccentric FBI agent Dale Cooper, York is the hero of &lt;i&gt;Deadly Premonition&lt;/i&gt;, the investigator sent to the small northwestern town of Greenvale to solve a brutal murder case. &lt;/div&gt;&lt;div style="text-align: left;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div style="text-align: left;"&gt;He's also one of the weirdest and most endearing protagonists I've ever encountered.&lt;/div&gt;&lt;div style="text-align: left;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div style="text-align: left;"&gt;SWERY goes out of his way to distinguish his main character in the way a screenwriter might: by giving him instantly memorable quirks. Unlike the gruffly amiable (and inexplicably compliant) Marston or the impassive cipher Shepard, York has any number of recognizable traits and tics that imbue him with a multilayered personality:&lt;/div&gt;&lt;div style="text-align: left;"&gt;&lt;ul&gt;&lt;li&gt;&lt;b&gt;Signature movements.&lt;/b&gt; As in the pic above, he flicks his cigarette lighter open with a confident swagger. He taps his collarbone when he's considering a problem.&lt;/li&gt;&lt;/ul&gt;&lt;/div&gt;&lt;div style="text-align: center;"&gt;&lt;img src="http://3.bp.blogspot.com/_AMFXeEK5E28/TRT852bd8lI/AAAAAAAAAGA/owazjETzu8E/s400/28232727.png" border="0" alt="" id="BLOGGER_PHOTO_ID_5554342311248130642" style="cursor: pointer; width: 100px; height: 100px; " /&gt;&lt;/div&gt;&lt;div style="text-align: left;"&gt;&lt;span class="Apple-tab-span" style="white-space:pre"&gt; &lt;/span&gt;And his most distinctive motion: he brings his hand up to his face, as if &lt;span class="Apple-tab-span" style="white-space:pre"&gt; &lt;/span&gt;pressing a phone close to his ear, when he talks to Zach (more on that in a &lt;span class="Apple-tab-span" style="white-space:pre"&gt; &lt;/span&gt;moment). Great actors understand that distinctive motions are often just &lt;span class="Apple-tab-span" style="white-space:pre"&gt; &lt;/span&gt;as effective as words, if not more so, at revealing character. What does &lt;span class="Apple-tab-span" style="white-space:pre"&gt; &lt;/span&gt;Shepard do? Cross his/her arms? Dance poorly?&lt;/div&gt;&lt;div style="text-align: left;"&gt;&lt;ul&gt;&lt;li&gt;&lt;b&gt;Identifiable interests.&lt;/b&gt; Turns out York is a film buff - not surprising, since SWERY studied film in college and his co-writer, Kenji Goda, is in fact a filmmaker. His encyclopedic knowledge of movies, revealed mostly during driving sequences, ranges from &lt;i&gt;Superman IV: The Quest for Peace&lt;/i&gt; to the John Hughes oeuvre. And as York discusses films, the player gets a sense of how his analytical mind works, his attention to detail, context, history. By contrast, I don't know what Commander Shepard is into. Fish?&lt;/li&gt;&lt;/ul&gt;&lt;ul&gt;&lt;li&gt;&lt;b&gt;An odd mix of the mundane and bizarre.&lt;/b&gt; Like many of us, York loves his coffee - but he also reads prophecies in the swirling of the milk. Over dinner with his new friends in the local police force, he casually describes horrific crimes (a man who uses victims' remains as kitchen utensils, a serial rapist with over 800 victims) while enjoying a steak and a beer, oblivious to his companions' shocked reactions. At one point early on, he seems more interested in the taste of a homemade biscuit than the details of the murder case he's investigating. York's odd way of processing information and making seemingly random connections - in a socially awkward way, of course - is reminiscent of Sherlock Holmes. His speech patterns are also similarly strange, with resonant ruminations on the case, the town, and life interspersed with incomprehensible and colorful figurative language ("I'm in shock, like a weasel in an electric chair!"). Like Holmes, York's worldview is a combination of the esoteric and the mundane, and like Holmes, he's endearing because of this.&lt;/li&gt;&lt;/ul&gt;&lt;ul&gt;&lt;li&gt;&lt;b&gt;A history.&lt;/b&gt; I can't get into too much detail here without verging into spoiler territory. But unlike other game protagonists, York's backstory - which is parceled out in tantalizing bits throughout the game - is rich, and, crucially, ambiguous. In one scene, York reveals he used to be a punk rocker in his youth, a lifestyle tellingly incongruous with his current professional, if eccentric, demeanor. It seems an offhand detail that, like so many of the offhand details in the game, simply feels like a whimsical way to flesh out the game world. Yet when you learn exactly what befell York in his childhood, the revelation that he embraced a punk lifestyle as an adolescent is incredibly fitting. (And while we're on the topic, I should mention that almost none of the offhand details in the game are truly "offhand"; most relate back to the story in distinct and interesting ways.) York's dedication to ritual - his morning coffee, his repetitive movements, even his signature greeting "Call me York. Everyone does" - not only makes him relatable, but also provokes questions. Mainly, how did he get this way? Who is he, really? I'm hard-pressed to name a game protagonist I've felt as invested in figuring out.&lt;/li&gt;&lt;/ul&gt;And then, of course, there's York's most definable characteristic:&lt;/div&gt;&lt;div style="text-align: left;"&gt;&lt;br /&gt;&lt;div style="text-align: center;"&gt;&lt;b&gt;&lt;span class="Apple-style-span" style="font-weight: normal; "&gt;&lt;a href="http://2.bp.blogspot.com/_AMFXeEK5E28/TRUNmHfqjPI/AAAAAAAAAGI/enhCB0zGgZI/s1600/YorkZach.png"&gt;&lt;img src="http://2.bp.blogspot.com/_AMFXeEK5E28/TRUNmHfqjPI/AAAAAAAAAGI/enhCB0zGgZI/s400/YorkZach.png" border="0" alt="" id="BLOGGER_PHOTO_ID_5554360663929425138" style="cursor: pointer; width: 400px; height: 225px; " /&gt;&lt;/a&gt;&lt;/span&gt;&lt;/b&gt;&lt;/div&gt;&lt;/div&gt;&lt;div style="text-align: left;"&gt;&lt;ul&gt;&lt;li&gt;&lt;b&gt;Split pe&lt;/b&gt;&lt;b&gt;rsonality. &lt;/b&gt;Early in the game you discover that York has an "imaginary friend" he calls Zach, a personality with whom he regularly converses - out loud and in front of others, no less. It becomes clear very quickly that you, as the player, &lt;i&gt;are&lt;/i&gt; Zach; there is a sort of bending of the fourth wall as you realize that York is issuing you direct commands ("Just stop the car if there's something you want us to check out, Zach."). I can't stress how unique and interesting I found this conceit. It instantly renders York an unreliable narrator - when's the last time you played a game with one of those? - and gives you the nagging suspicion that some or all of this story may simply be a figment of York's imagination. Since &lt;i&gt;Deadly Premonition&lt;/i&gt; is very much interested in playing with what's real and what isn't - and is heavily invested in bringing you into its strange world - employing the "Zach" conceit is a brilliantly tidy way of immersing the player. For a generation of games that prides itself on "immersion," only a &lt;a href="http://infinitelag.blogspot.com/2010/09/unquantifiable-metro-2033.html"&gt;few&lt;/a&gt; succeed in meaningful ways. The makers of &lt;i&gt;Deadly Premonition&lt;/i&gt; understood that while games rich in environmental/incidental storytelling (e.g., &lt;i&gt;BioShock&lt;/i&gt;, &lt;i&gt;Red Dead Redemption&lt;/i&gt;) can go a long way toward inviting the player to inhabit the game world in an emotionally gripping way, only a protagonist as multifaceted as York.&lt;/li&gt;&lt;/ul&gt;&lt;div style="text-align: center;"&gt;***&lt;/div&gt;&lt;div style="text-align: left;"&gt;I'll be taking a short break from the series for a couple of days for the holiday, but will do my best to have my next entry up in short order. Meantime, happy holidays!&lt;/div&gt;&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/2121546376350658477-9027712016007497925?l=infinitelag.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://infinitelag.blogspot.com/feeds/9027712016007497925/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://infinitelag.blogspot.com/2010/12/goty-reason-1-memorable-protagonist.html#comment-form' title='1 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/2121546376350658477/posts/default/9027712016007497925'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/2121546376350658477/posts/default/9027712016007497925'/><link rel='alternate' type='text/html' href='http://infinitelag.blogspot.com/2010/12/goty-reason-1-memorable-protagonist.html' title='GOTY Reason #1: Memorable Protagonist'/><author><name>J.P. Grant</name><uri>http://www.blogger.com/profile/10359445806017817088</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://3.bp.blogspot.com/_AMFXeEK5E28/S8NpJUygTZI/AAAAAAAAAAY/w7_Fo8G6uMM/S220/n835749094_714454_8272.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://4.bp.blogspot.com/_AMFXeEK5E28/TRT51gTbv0I/AAAAAAAAAF4/AeaFrqVS0o0/s72-c/DeadlyPremonition1.jpg' height='72' width='72'/><thr:total>1</thr:total></entry><entry><id>tag:blogger.com,1999:blog-2121546376350658477.post-6138209756565362509</id><published>2010-12-23T17:58:00.017-05:00</published><updated>2011-01-24T19:02:39.744-05:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Deadly Premonition'/><category scheme='http://www.blogger.com/atom/ns#' term='GOTY'/><title type='text'>7 Reasons Deadly Premonition is GOTY: Introduction</title><content type='html'>&lt;div style="text-align: center;"&gt;&lt;a href="http://2.bp.blogspot.com/_AMFXeEK5E28/TRPUruYqQiI/AAAAAAAAAFw/xlDXorw0ef4/s1600/1362646-dp_sandwich5_super.png" onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}"&gt;&lt;img alt="" border="0" id="BLOGGER_PHOTO_ID_5554016613128880674" src="http://2.bp.blogspot.com/_AMFXeEK5E28/TRPUruYqQiI/AAAAAAAAAFw/xlDXorw0ef4/s400/1362646-dp_sandwich5_super.png" style="cursor: hand; cursor: pointer; height: 224px; width: 400px;" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;div style="text-align: center;"&gt;&lt;i&gt;&lt;span class="Apple-style-span" style="font-size: small;"&gt;Belieeedat, York.&lt;/span&gt;&lt;/i&gt;&lt;/div&gt;&lt;div style="text-align: left;"&gt;&lt;i&gt;&lt;span class="Apple-style-span" style="font-size: small;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/i&gt;&lt;/div&gt;&lt;div style="text-align: left;"&gt;And believe me: &lt;i&gt;Deadly Premonition&lt;/i&gt; is my Game of the Year. Easily. And with all apologies to &lt;a href="http://www.gamecritics.com/daniel-weissenberger/deadly-premonition-is-the-game-of-the-year-part-1"&gt;Danny Weissenberger&lt;/a&gt;, who made this call back in July, I'm going to add my voice to his excellent series of articles on the topic. I'll also do my best to keep spoilers to a minimum.&lt;/div&gt;&lt;div style="text-align: left;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div style="text-align: left;"&gt;For anyone who hasn't read Danny's articles, here's the brief overview. &lt;i&gt;Deadly Premonition&lt;/i&gt; is a third-person detective story by Japanese designer Hidetaka "&lt;a href="http://twitter.com/#!/Swery65"&gt;SWERY 65&lt;/a&gt;" Suehiro, released in the US back in February. Sold at the budget price of $19.99, it was both &lt;a href="http://xbox360.ign.com/articles/107/1070909p1.html"&gt;panned&lt;/a&gt; and &lt;a href="http://www.destructoid.com/review-deadly-premonition-165168.phtml"&gt;lauded&lt;/a&gt; by reviewers. It's gained cult status not only due to the polarizing responses it's provoked, but also because of its unrelentingly strange and oddly charming &lt;i&gt;Twin Peaks&lt;/i&gt;-esque story and characters.&lt;/div&gt;&lt;div style="text-align: left;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div style="text-align: left;"&gt;For a much better introduction to the game than I can give here, check out &lt;a href="http://techtv.mit.edu/videos/8737-deadly-premonition-is-interesting-with-gambit-lead-game-designer-matthew-weise"&gt;this video&lt;/a&gt; of Infinite Lag pal &lt;a href="http://outsideyourheaven.blogspot.com/"&gt;Matthew Weise&lt;/a&gt;'s MIT presentation from a few months back.&lt;/div&gt;&lt;div style="text-align: left;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div style="text-align: left;"&gt;Before I get into the 7 Reasons Why &lt;i&gt;DP&lt;/i&gt; is my GOTY - which I'll cover in a series of posts, all of which will be linked right here on this page - let's look at the big reasons it &lt;i&gt;shouldn't&lt;/i&gt; be.&lt;/div&gt;&lt;div style="text-align: left;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div style="text-align: left;"&gt;1. Combat is poorly implemented and thoroughly unnecessary.&lt;/div&gt;&lt;div style="text-align: left;"&gt;2. Driving can be interminable, especially with the anachronistic &lt;i&gt;Resident Evil&lt;/i&gt;-style controls.&lt;/div&gt;&lt;div style="text-align: left;"&gt;3. The map, which rotates depending on the direction you are facing and has no zoom levels, is useless.&lt;/div&gt;&lt;div style="text-align: left;"&gt;4. The graphics and animations are sub-PS2 quality, and the sound mix in inconsistent at best, with many instances of cheesy soundtrack music popping up during tonally inappropriate times.&lt;/div&gt;&lt;div style="text-align: left;"&gt;5. The side quests are largely impenetrable affairs, and the game is filled with seemingly tangential objectives and items.&lt;/div&gt;&lt;div style="text-align: left;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div style="text-align: left;"&gt;In the series of posts that follow, I'm going to lay out 7 reasons I think these flaws - which are significant, no doubt - are completely worth overlooking.&amp;nbsp;EDIT: All posts are now linked below.&lt;br /&gt;&lt;br /&gt;Without further ado:&lt;/div&gt;&lt;div style="text-align: left;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div style="text-align: left;"&gt;&lt;b&gt;7 Reasons Deadly Premonition is Game of the Year&lt;/b&gt;&lt;/div&gt;&lt;div style="text-align: left;"&gt;1. It features the most memorable and multifaceted &lt;a href="http://infinitelag.blogspot.com/2010/12/goty-reason-1-memorable-protagonist.html"&gt;protagonist&lt;/a&gt; in recent memory.&lt;/div&gt;&lt;div style="text-align: left;"&gt;2. It is fully committed to the player's &lt;a href="http://infinitelag.blogspot.com/2010/12/goty-reason-2-emotional-investment.html"&gt;emotional connection&lt;/a&gt; to the characters and reaction to plot events.&lt;/div&gt;&lt;div style="text-align: left;"&gt;3. It plays with the sense of player "agency," &lt;a href="http://infinitelag.blogspot.com/2010/12/goty-reason-3-shifting-perspective.html"&gt;shifting perspectives&lt;/a&gt; in meaningful ways.&lt;/div&gt;&lt;div style="text-align: left;"&gt;4. It is, like &lt;i&gt;LOST&lt;/i&gt;, a patently absurd supernatural story that is nonetheless &lt;a href="http://infinitelag.blogspot.com/2011/01/goty-reason-4-absurd-story-great.html"&gt;expertly told&lt;/a&gt;.&lt;/div&gt;&lt;div style="text-align: left;"&gt;&lt;div style="text-align: left;"&gt;5. It contains, as SWERY has said, many "&lt;a href="http://infinitelag.blogspot.com/2011/01/goty-reason-5-lovely-useless-elements.html"&gt;lovely useless elements&lt;/a&gt;."&lt;/div&gt;&lt;div style="text-align: left;"&gt;6. It is &lt;a href="http://infinitelag.blogspot.com/2011/01/goty-reason-6-outsize-ambition_2017.html"&gt;remarkably ambitious&lt;/a&gt; in ways big-budget AAA titles can never be.&lt;/div&gt;&lt;/div&gt;&lt;div style="text-align: left;"&gt;7. It &lt;a href="http://infinitelag.blogspot.com/2011/01/goty-reason-7-embracing-ambiguity.html"&gt;embraces ambiguity&lt;/a&gt; and weirdness, respecting the player's ability and desire to discuss the story and atmosphere without needing a "right answer."&lt;br /&gt;&lt;br /&gt;And once you've finished the game, check out this &lt;a href="http://infinitelag.blogspot.com/2011/01/wrapping-up-deadly-premonition-and.html"&gt;great conversation&lt;/a&gt; I had with indie developer Bredon "&lt;a href="http://switchbreak.net/"&gt;Switchbreak&lt;/a&gt;" Clay, who provides some excellent counterpoints in his own analysis.&lt;br /&gt;&lt;br /&gt;&lt;/div&gt;&lt;div style="text-align: left;"&gt;Look for a post on each factor over the next few weeks. Until then, do yourself a holiday favor and go &lt;a href="http://www.amazon.com/Deadly-Premonition-Xbox-360/dp/B002WSR8BC/ref=sr_1_1?ie=UTF8&amp;amp;qid=1293149060&amp;amp;sr=8-1"&gt;pick up a copy&lt;/a&gt;, will you?&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/2121546376350658477-6138209756565362509?l=infinitelag.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://infinitelag.blogspot.com/feeds/6138209756565362509/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://infinitelag.blogspot.com/2010/12/7-reasons-deadly-premonition-is-goty.html#comment-form' title='8 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/2121546376350658477/posts/default/6138209756565362509'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/2121546376350658477/posts/default/6138209756565362509'/><link rel='alternate' type='text/html' href='http://infinitelag.blogspot.com/2010/12/7-reasons-deadly-premonition-is-goty.html' title='7 Reasons Deadly Premonition is GOTY: Introduction'/><author><name>J.P. Grant</name><uri>http://www.blogger.com/profile/10359445806017817088</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://3.bp.blogspot.com/_AMFXeEK5E28/S8NpJUygTZI/AAAAAAAAAAY/w7_Fo8G6uMM/S220/n835749094_714454_8272.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://2.bp.blogspot.com/_AMFXeEK5E28/TRPUruYqQiI/AAAAAAAAAFw/xlDXorw0ef4/s72-c/1362646-dp_sandwich5_super.png' height='72' width='72'/><thr:total>8</thr:total></entry><entry><id>tag:blogger.com,1999:blog-2121546376350658477.post-3034690015715647564</id><published>2010-12-22T19:51:00.000-05:00</published><updated>2010-12-22T19:52:07.380-05:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Pac-Man'/><category scheme='http://www.blogger.com/atom/ns#' term='Gears of War'/><category scheme='http://www.blogger.com/atom/ns#' term='Deadly Premonition'/><category scheme='http://www.blogger.com/atom/ns#' term='Assassin&apos;s Creed II'/><category scheme='http://www.blogger.com/atom/ns#' term='violence'/><category scheme='http://www.blogger.com/atom/ns#' term='design'/><title type='text'>Murder Simulators</title><content type='html'>&lt;div style="text-align: center;"&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://1.bp.blogspot.com/_AMFXeEK5E28/TRJdTBx8vHI/AAAAAAAAAFo/yLRRYFBzX5w/s1600/opiumcathy.jpg"&gt;&lt;img style="cursor:pointer; cursor:hand;width: 340px; height: 400px;" src="http://1.bp.blogspot.com/_AMFXeEK5E28/TRJdTBx8vHI/AAAAAAAAAFo/yLRRYFBzX5w/s400/opiumcathy.jpg" border="0" alt="" id="BLOGGER_PHOTO_ID_5553603871978077298" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;div style="text-align: center;"&gt;&lt;i&gt;&lt;span class="Apple-style-span" style="font-size: small;"&gt;("Opium Den": &lt;/span&gt;&lt;/i&gt;&lt;a href="http://www.museemecaniquesf.com/image.php?img=/images/machines/cathy/opiumcathy.jpg"&gt;&lt;i&gt;&lt;span class="Apple-style-span" style="font-size: small;"&gt;Image by Cathy Lynch, courtesy Musee Mecanique&lt;/span&gt;&lt;/i&gt;&lt;/a&gt;&lt;i&gt;&lt;span class="Apple-style-span" style="font-size: small;"&gt;)&lt;/span&gt;&lt;/i&gt;&lt;/div&gt;&lt;div style="text-align: left;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div style="text-align: left;"&gt;The lights come up on a macabre scene straight out of a Poe story. Decaying castle walls surround the gallows where the blindfolded prisoner, hands bound behind his back, waits for the trapdoor beneath him to open and the noose around his neck to snap taut. To his right a priest in white robes rhythmically bends forward and backward, miming a crude simulacrum of the Last Rites. The executioner, face obscured by a black hood, stands impassive on the prisoner's left, awaiting the signal to throw the lever. The atmosphere is suffused with grim anticipation, a sense of guilty fascination, of morbid curiosity. Something terrible - and, maybe, secretly satisfying - is about to happen.&lt;/div&gt;&lt;div style="text-align: left;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div style="text-align: left;"&gt;Eventually the priest stops swaying. There is an interminable pause. &lt;/div&gt;&lt;div style="text-align: left;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div style="text-align: left;"&gt;And then, with a sharp crack, the floor opens. The prisoner drops. A thud as his body smacks against the scaffolding.  The lights dim as the castle doors close. The scene, like the prisoner, is dead.&lt;/div&gt;&lt;div style="text-align: left;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div style="text-align: left;"&gt;And it only cost a quarter.&lt;/div&gt;&lt;div style="text-align: left;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div style="text-align: left;"&gt;This grisly scene was one of several contained in the antique coin-operated machines housed at the wonderful and weird &lt;a href="http://www.museemecaniquesf.com"&gt;Musee Mecanique&lt;/a&gt; in San Francisco.  One of the highlights of my business trip there earlier this month - aside from hanging out with &lt;a href="http://www.gamermelodico.com"&gt;Gamer Melodico proprietor&lt;/a&gt;, &lt;a href="http://kirkhamilton.bandcamp.com/"&gt;musician&lt;/a&gt;, &lt;i&gt;&lt;a href="http://killscreenmagazine.com/articles/onward-pac-man"&gt;Kill Screen&lt;/a&gt;&lt;/i&gt;&lt;a href="http://killscreenmagazine.com/articles/onward-pac-man"&gt; contributor&lt;/a&gt;, &lt;a href="http://www.bearrepublic.com/ourbeers.php"&gt;beer connoisseur&lt;/a&gt;, and International Cool Dude &lt;a href="http://twitter.com/#!/kirkhamilton"&gt;Kirk Hamilton&lt;/a&gt; - was touring this collection at Fisherman's Wharf. &lt;/div&gt;&lt;div style="text-align: left;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div style="text-align: left;"&gt;Alongside vintage &lt;i&gt;Pole Position&lt;/i&gt; and &lt;i&gt;Star Wars &lt;/i&gt;cabinets, one can find an eclectic assortment of antique test-your-love-skill meters, crank-operated moving picture displays (many of the scandalous peep show variety!), pinball tables, photo booths, player pianos, &lt;a href="http://www.youtube.com/watch?v=zq3Lnx1JMy4&amp;amp;feature=player_embedded"&gt;nightmare-inducing laughing puppets&lt;/a&gt;, and mechanically-animated dioramas such as the morbid spectacle described above.&lt;/div&gt;&lt;div style="text-align: left;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div style="text-align: left;"&gt;The animated scenes range in tone from pedestrian (a depiction of a farm at work) to exotic and salacious ("The Opium Den," pictured above) to surreal ("The Drunkard's Dream," in which mechanical monsters emerge from every dark corner of the wine cellar the drunk has collapsed in).&lt;/div&gt;&lt;div style="text-align: left;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div style="text-align: left;"&gt;But most curious, and most genuinely disturbing, were the "execution" machines. Mrs. JPG and I saw at least one other: in this one, clearly inspired by the French Revolution, a criminal was guillotined after being read his Last Rites.  Again there was a tense pause before the blade swished down and lopped off his wooden head, which fell neatly into a tiny basket. &lt;/div&gt;&lt;div style="text-align: left;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div style="text-align: left;"&gt;It's strange to say, but somehow true: watching these crudely-painted, wire-controlled figurines enact these pantomime executions was far more shocking than nearly any digital murder I've been a party to in a videogame. And I've killed a lot of virtual people. &lt;/div&gt;&lt;div style="text-align: left;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div style="text-align: left;"&gt;There is something undeniably grotesque about witnessing a death, real or virtual. Doubly so when that death is an execution. You can't help but feel, looking at this terrible thing, that you bear some small measure of responsibility for its occurrence. &lt;/div&gt;&lt;div style="text-align: left;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div style="text-align: left;"&gt;One of the most disturbing images I've ever seen was a grainy .mpeg of the &lt;a href="http://en.wikipedia.org/wiki/Nick_Berg"&gt;Nick Berg beheading&lt;/a&gt; my brother managed to download shortly after the event in 2004. I barely made it through the video before leaving the room. I remember being filled with a palpable disgust, not being able to shake the idea that by viewing this act, I was somehow complicit in it. Maybe that's just latent Catholic guilt, but it's still difficult to get past.&lt;/div&gt;&lt;div style="text-align: left;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div style="text-align: left;"&gt;Perhaps the most disturbing thing about the execution scenes at the Musee Mecanique was the fact that I caused them to happen. I brought those scenes to life with my quarter. It's one thing to view a murder scene; it's another thing entirely to be the cause of it. And unlike most videogame deaths - which have become so fantastically gory, frequent, and inventive as to render them &lt;a href="http://en.wikipedia.org/wiki/The_Itchy_%26_Scratchy_Show"&gt;cartoonish parodies&lt;/a&gt; - the very crudeness of the Musee scenes, coupled with the awareness that they were explicitly built to showcase real-world "taboo" events, made them all the most resonant.&lt;/div&gt;&lt;div style="text-align: left;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div style="text-align: left;"&gt;People who call games like &lt;i&gt;Gears of War&lt;/i&gt; "murder simulators" have a poor understanding of the videogame landscape, or a distinct agenda, or (likely) both. The vast majority of videogames, I would argue, do not attempt to present emotionally affecting or even realistic depictions of death. &lt;b&gt;Death is a mechanism by which obstacles to player progress are removed.&lt;/b&gt; Gory death animations such as the close-up chainsawing in &lt;i&gt;Gears&lt;/i&gt; are, perhaps, intended as sensational rewards for players' displays of skill, and derive most of their impact from that sense of reward, not from the depiction of violence itself. &lt;/div&gt;&lt;div style="text-align: left;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div style="text-align: left;"&gt;At a fundamental level, there is little difference between chomping a ghost in &lt;i&gt;Pac-Man&lt;/i&gt; and stabbing a mark in &lt;i&gt;Assassin's Creed II&lt;/i&gt;, despite the obvious gap in the degree of verisimilitude. I'm not saying the latter game is appropriate for young audiences. But I do find it hard to believe violent videogames make children more prone to violence. (Instead, I think, &lt;i&gt;actual&lt;/i&gt; violence makes children more prone to violence. But that's a topic for another post.)&lt;/div&gt;&lt;div style="text-align: left;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div style="text-align: left;"&gt;As in a given real world situation - the media's videogame-like depiction of the first Gulf War comes to mind - we find it difficult to empathize when death is presented on an abstracted level. Only humanizing victims, something most videogames fail to even attempt, can inspire that kind of emotional connection. The only videogame death in recent memory that not only intended to evoke genuine emotion in the player, but succeeded brilliantly at doing so, was in &lt;i&gt;Deadly Premonition -&lt;/i&gt; a game that would never show up on the cable news radar.&lt;/div&gt;&lt;div style="text-align: left;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div style="text-align: left;"&gt;Anyone who's endured a traffic jam caused by rubberneckers on a highway understands a basic fact about humans: we're fascinated by the morbid. This is nothing new: thousands of years of cultural artifacts, both mainstream and subversive, attest to this. The existence of decades-old coin-op execution scenes - with their embedded questions about audience, function, complicity, etc. - speaks volumes about the reactionary discourse around videogame violence in 2010.&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/2121546376350658477-3034690015715647564?l=infinitelag.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://infinitelag.blogspot.com/feeds/3034690015715647564/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://infinitelag.blogspot.com/2010/12/murder-simulators.html#comment-form' title='3 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/2121546376350658477/posts/default/3034690015715647564'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/2121546376350658477/posts/default/3034690015715647564'/><link rel='alternate' type='text/html' href='http://infinitelag.blogspot.com/2010/12/murder-simulators.html' title='Murder Simulators'/><author><name>J.P. Grant</name><uri>http://www.blogger.com/profile/10359445806017817088</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://3.bp.blogspot.com/_AMFXeEK5E28/S8NpJUygTZI/AAAAAAAAAAY/w7_Fo8G6uMM/S220/n835749094_714454_8272.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://1.bp.blogspot.com/_AMFXeEK5E28/TRJdTBx8vHI/AAAAAAAAAFo/yLRRYFBzX5w/s72-c/opiumcathy.jpg' height='72' width='72'/><thr:total>3</thr:total></entry><entry><id>tag:blogger.com,1999:blog-2121546376350658477.post-4560627995181699413</id><published>2010-12-01T23:58:00.001-05:00</published><updated>2010-12-02T00:04:54.163-05:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Grand Theft Auto'/><category scheme='http://www.blogger.com/atom/ns#' term='Gears of War'/><category scheme='http://www.blogger.com/atom/ns#' term='politics'/><title type='text'>A Seat at the Table</title><content type='html'>&lt;div style="text-align: center;"&gt;(&lt;b&gt;WARNING: &lt;/b&gt;heavily charged political content ahead. Videogame talk toward the end.)&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;In its November 29 issue, &lt;i&gt;TIME&lt;/i&gt; magazine ran a profile of Senator Jim DeMint, R-SC, anointing this Tea Party champion leader of the "&lt;a href="http://www.time.com/time/politics/article/0,8599,2031971,00.html"&gt;Rebel Brigade&lt;/a&gt;."  &lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;The article - a four-page feature by Michael Crowley and Jay Newton-Small, including the artfully dour full-page portrait of an austere-looking DeMint - is fairly representative of establishment media's fascination with the Tea Party upstarts, attempting to place its subject in the context of a broader social movement that's obviously having a large impact on the political climate.  It's a longish feature for a news magazine, pondering the implications of DeMint's growing influence and his crusade against earmarks ("the gateway drug to socialism," as he calls them) for the Republican Party and even the White House.&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;The piece is solidly written. Except for the part where they take this guy at all seriously.&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;I'm not talking about the Senator's outright McCarthyish proclamations, like the one above.  That's par for the course in today's GOP, and mostly simple anti-Obama posturing at bottom. No, it's this passage, which appears &lt;b&gt;in parentheses &lt;/b&gt;in the fourth-to-last paragraph of this ~2,500 - 3,000-word article:&lt;/div&gt;&lt;div style="text-align: center;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div style="text-align: center;"&gt;&lt;i&gt;(And while he has recently downplayed social issues, DeMint is as conservative as they come in that regard. Witness his view that gay people or sexually attractive single women should be barred from teaching in public schools.)&lt;/i&gt;&lt;/div&gt;&lt;div&gt;&lt;i&gt;&lt;br /&gt;&lt;/i&gt;&lt;/div&gt;&lt;div&gt;Again: this man is a United States Senator.&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;If you can even begin to unpack the incredibly dense homophobia and misogyny in the Senator's belief, you ought to be awarded an honorary degree in abnormal psychology.&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;At the risk of breaking &lt;a href="http://en.wikipedia.org/wiki/Godwin's_law"&gt;Godwin's Law&lt;/a&gt;, let's try a quick thought experiment.  Replace the word "gay" in the above passage with the word "black."  What year would you assume it was?  As a corollary question, what color hood would you assume the speaker was wearing?&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;And as much as I'm sure the proprietors of Am I Hot or Not websites would love fat government contracts, I'm not sure All Sluts Left Behind would be a viably enforceable piece of education legislation.&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;Let me stress again: the above passage appeared &lt;b&gt;parenthetically&lt;/b&gt; about &lt;b&gt;85-90%&lt;/b&gt; of the way through the article.  &lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;Reading this piece was like chatting politely with a mildly disagreeable, if civil, acquaintance at a party - only to have him tell you, an hour into your conversation, that stuffing live kittens into the garbage disposal is his favorite pastime.  It's unlikely you would seriously consider his views on health care reform or deficit reduction after that little nugget of insight.&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;When you believe and say crazy fucking hateful things, you do not deserve a seat at the table. This is how adult societies operate.  &lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;In America, land of iconoclasts, we elect you to national office instead.&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;You could chalk up the problem here to Tea Party wackjobbery or irresponsible journalism or an immature political culture whose level of discourse is currently at sub-3rd grade standards. On some level you'd be right on all counts.  But I think the issue is deeper.&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;There is an inexplicable, almost pathological need in American culture, and especially in politics, to resolve the inevitable and frequent cognitive dissonance with a minimum of critical thought.  It is enough to believe.  The details are trivial.&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;"Okay, maybe Senator X's views on gay marriage aren't, quote, 'politically correct'," one might say, speaking in the passive-aggressive code of the righteous. "That doesn't mean he doesn't have good ideas on tax policy."  It does not enter this hypothetical voter's head that someone who proudly, publicly, and repeatedly spouts baldly illogical and hateful horseshit about one issue has thereby compromised his integrity on all others.  (While we're at it, let's agree there is a marked difference between hateful horseshit and dumb crap politicians say all the time.)&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;The problem becomes trickier when, in the particular synecdoche of party affiliations, one individual's aberrations become representative of an entire group.  Senator X is a bigot; therefore bigotry is a hallmark of Senator X's party.&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;If the preposterous &lt;a href="http://www.scotusblog.com/case-files/cases/eanf/"&gt;Schwarzenegger vs. EMA Supreme Court case&lt;/a&gt; has shown us anything, it's that videogames still don't have a seat at the table.  And despite the many indignant cries to the contrary, maybe it's our own damn fault.&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;I don't have personal experience with many games that present outwardly hateful messages in and of themselves, without the intervention of 12-year-old Future Klan Grand Wizards on Xbox Live.  Games have definite issues with gender equality, diversity, jingoism, and maturity amid other concerns; but as far as outward bigotry goes, seems to me there's an awful lot more of that in the movies, on TV, and in political speeches than in videogames.  I can think of many games I'd say have "problematic treatments of sexuality," for example, but few that overtly encourage or legitimize bigotry on the level of a Jim DeMint.  As a whole, and despite the massive amount of growing they have yet to do, videogames are actually a fairly progressive medium, I suspect.  The problem is that nobody outside our little circle realizes this.&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;The &lt;i&gt;Grand Theft Auto&lt;/i&gt; games, for example, are often vilified as the worst examples of virtual degeneracy. Nevermind that such vilifications always entirely neglect to examine the messages behind the degeneracy, or even consider that there might &lt;i&gt;be&lt;/i&gt; messages there. When Mom sees Junior blast away half of Liberty City as Niko Bellic, she doesn't stop to think about what Niko's narrative arc could be teaching her son about the futility of revenge or the need to move beyond one's past. She just says, no seat at the table for this filth.&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;I'm not arguing that Mom is necessarily wrong in this scenario; Junior may not be sophisticated enough to pick up on &lt;i&gt;GTA&lt;/i&gt;'s messages. &lt;i&gt;GTA&lt;/i&gt;'s messages may be poorly-conveyed or poorly-crafted.  Any given game may, in fact, be crap.  Many are.  But the majority of games, I'd argue, do not promote hatefulness in and of themselves; like the dumb crap politicians say all the time, they may be stupid or vapid, but they're not usually explicitly hateful.  &lt;i&gt;Gears of War&lt;/i&gt; is macho and gory as hell, but I don't find anything particularly hateful about it. It's because Mom equates violence or gore with hatefulness - without understanding or examining the functions and motivations for the violence or gore, or the broader context of the genre conventions, developer tendencies, etc. - that games don't have a seat at the table.&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;Again, it's silly to argue all parents, or gamers for that matter, should become videogame critics. But those of us who do care deeply about games, creator and player alike, should have some responsibility for helping others understand why the games we love might be stupid, but are not hateful.&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/2121546376350658477-4560627995181699413?l=infinitelag.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://infinitelag.blogspot.com/feeds/4560627995181699413/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://infinitelag.blogspot.com/2010/12/seat-at-table.html#comment-form' title='5 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/2121546376350658477/posts/default/4560627995181699413'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/2121546376350658477/posts/default/4560627995181699413'/><link rel='alternate' type='text/html' href='http://infinitelag.blogspot.com/2010/12/seat-at-table.html' title='A Seat at the Table'/><author><name>J.P. Grant</name><uri>http://www.blogger.com/profile/10359445806017817088</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://3.bp.blogspot.com/_AMFXeEK5E28/S8NpJUygTZI/AAAAAAAAAAY/w7_Fo8G6uMM/S220/n835749094_714454_8272.jpg'/></author><thr:total>5</thr:total></entry><entry><id>tag:blogger.com,1999:blog-2121546376350658477.post-4495949768197377500</id><published>2010-11-30T22:59:00.002-05:00</published><updated>2010-11-30T23:01:49.606-05:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Red Dead Redemption'/><category scheme='http://www.blogger.com/atom/ns#' term='Deadly Premonition'/><category scheme='http://www.blogger.com/atom/ns#' term='In Rotation'/><category scheme='http://www.blogger.com/atom/ns#' term='Harvest Moon'/><category scheme='http://www.blogger.com/atom/ns#' term='Dead Rising 2'/><category scheme='http://www.blogger.com/atom/ns#' term='Dawn of War 2'/><title type='text'>In Rotation, November 2010</title><content type='html'>Work, holiday travel, and brief bouts with illness may have prevented me from writing much the past few weeks - but not, thank goodness, from playing videogames.  Here's what's been in rotation this month:&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;XBOX 360&lt;/span&gt;&lt;br /&gt;&lt;ul&gt;&lt;li&gt;&lt;span style="font-style: italic;"&gt;Deadly Premonition&lt;/span&gt;.  Finally finished this endearingly bizarre thriller a few nights ago, and holy crap was the ending a revelation. Actually, the whole game was a revelation, on so many levels. There's lots more to come from me on the subject, including some analysis of the many risks this game takes that the AAA blockbusters won't even touch. But for now, let me just say, without the "so bad it's good" irony common to many reviewers' takes, that &lt;span style="font-style: italic;"&gt;Deadly Premonition&lt;/span&gt; is without a doubt the most ambitious, challenging (not &lt;span style="font-style: italic;"&gt;difficult&lt;/span&gt;, though - more like subversive), and ultimately rewarding game I've played all year. It features easily the most memorable protagonist of any game in recent memory, and a story that oscillates between absurd and poignant with more frequency and dexterity than everyone's favorite Sean Connery-in-a-Speedo postapocalyptic film, &lt;a href="http://www.imdb.com/title/tt0070948/"&gt;&lt;span style="font-style: italic;"&gt;Zardoz&lt;/span&gt;&lt;/a&gt;.  Approached with an open mind, this game can be an amazingly resonant, if unrelentingly odd, experience.   If you are even the slightest bit interested in &lt;span style="font-style: italic;"&gt;Deadly Premonition&lt;/span&gt; - and are willing to endure some obvious and frustrating design and technical issues to get to the brilliance underneath - do yourself a favor and pick it up.  And for God's sake, DO NOT indulge in spoilers. You're better than that.&lt;/li&gt;&lt;li&gt;&lt;span style="font-style: italic;"&gt;Dead Rising 2.&lt;/span&gt; Completed the last quarter of the story early this month, and I don't mind saying how touching it was to see Chuck save Fortune City wearing only &lt;a href="http://4.bp.blogspot.com/_WAi2txkagVM/SfWR8_tRy_I/AAAAAAAAFXQ/LCvzn_YRiLQ/s400/borat_banana_hammock.jpg"&gt;Borat's banana hammock&lt;/a&gt;.  The close-ups featuring our hero's bare ass as he shared a tender moment with his seven-year-old daughter were especially emotional.&lt;br /&gt;&lt;/li&gt;&lt;li&gt;&lt;span style="font-style: italic;"&gt;Red Dead Redemption&lt;/span&gt;.  Well, I got to Mexico.  And &lt;a href="http://www.gamermelodico.com/2010/06/flawed-ballad-of-john-marston.html"&gt;now I get it&lt;/a&gt;. For a game that's so high on so many GOTY lists, it drags like a sumbitch in the second act.&lt;/li&gt;&lt;/ul&gt;&lt;span style="font-weight: bold;"&gt;NINTENDO DS&lt;/span&gt;&lt;br /&gt;&lt;ul&gt;&lt;li&gt;&lt;span style="font-style: italic;"&gt;Harvest Moon DS&lt;/span&gt;.  Just as impenetrably directionless and cheerfully addicting as the SNES classic, this portable version makes me wonder how, and no offense to the 70 million of you doing so, anyone could play &lt;span style="font-style: italic;"&gt;Farmville&lt;/span&gt;.  Not because &lt;span style="font-style: italic;"&gt;Farmville&lt;/span&gt; is a "blatantly cash-grubbing spamming app made by an &lt;a href="http://www.sfweekly.com/2010-09-08/news/farmvillains/"&gt;evil company&lt;/a&gt; for the PopularStalkingPlatformBook" or "only moms play it" or "it's more interactive advertisement than game," although all these things are true, but because nobody can fuck with the cuteness of &lt;span style="font-style: italic;"&gt;Harvest Moon&lt;/span&gt;.  Yo, you seen that sheep?  With that fresh-sheared look?  Straight ADORABLE up in this bitch.  "This bitch" being, of course, the barn.&lt;/li&gt;&lt;/ul&gt;&lt;div style="text-align: center;"&gt;&lt;a href="http://1.bp.blogspot.com/_AMFXeEK5E28/TPW_Iv1_oXI/AAAAAAAAAFg/pyIi1gY4syA/s1600/untitled.JPG"&gt;&lt;img style="cursor: pointer; width: 398px; height: 249px;" src="http://1.bp.blogspot.com/_AMFXeEK5E28/TPW_Iv1_oXI/AAAAAAAAAFg/pyIi1gY4syA/s400/untitled.JPG" alt="" id="BLOGGER_PHOTO_ID_5545548673179427186" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;/div&gt;&lt;span style="font-weight: bold;"&gt;&lt;br /&gt;PC&lt;/span&gt;&lt;br /&gt;&lt;ul&gt;&lt;li&gt;&lt;span style="font-style: italic;"&gt;Dawn of War II&lt;/span&gt; and its expansion, &lt;span style="font-style: italic;"&gt;Chaos Rising&lt;/span&gt;.  It's been a mystifying but not entirely unwelcome journey into the &lt;a href="http://infinitelag.blogspot.com/2010/11/warhammered.html"&gt;&lt;span style="font-style: italic;"&gt;Warhammer 40,000&lt;/span&gt; universe&lt;/a&gt; this month, largely propelled by the very solidly-executed &lt;span style="font-style: italic;"&gt;Dawn of War II&lt;/span&gt;.  I'm not sure if this game qualifies as an "action RPG," "tactical RTS," or some other variety of "descriptor ACRONYM," but it's damn fun regardless. While I enjoy the resource-gathering and base-building of games like &lt;span style="font-style: italic;"&gt;StarCraft&lt;/span&gt; and &lt;span style="font-style: italic;"&gt;Age of Mythology&lt;/span&gt;, I'm generally lousy at adopting any other strategy than &lt;a href="http://en.wikipedia.org/wiki/Turtle_%28gaming%29"&gt;turtling&lt;/a&gt;. &lt;span style="font-style: italic;"&gt;DoWII&lt;/span&gt; removes that temptation along with most of the intense micromanagement, freeing the player to aggressively pursue and destroy enemies the way any Space Marine worth his 41st millennium equivalent of stripes would. In many ways this game has more in common with &lt;span style="font-style: italic;"&gt;Diablo &lt;/span&gt;or &lt;span style="font-style: italic;"&gt;Torchlight &lt;/span&gt;than with &lt;span style="font-style: italic;"&gt;StarCraft&lt;/span&gt;, but the distinction is academic: what I love most about these &lt;span style="font-style: italic;"&gt;Warhammer &lt;/span&gt;games is the way their over-the-top weaponry and righteous pseudo-religious xenophobia give just enough context for me to jump in, guns blazing.  Very much looking forward now to a game that would have never otherwise been on my radar, the upcoming 3rd-person shooter &lt;a href="http://www.spacemarine.com/"&gt;S&lt;span style="font-style: italic;"&gt;pace Marine&lt;/span&gt;&lt;/a&gt;.&lt;br /&gt;&lt;/li&gt;&lt;/ul&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/2121546376350658477-4495949768197377500?l=infinitelag.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://infinitelag.blogspot.com/feeds/4495949768197377500/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://infinitelag.blogspot.com/2010/11/in-rotation-november-2010.html#comment-form' title='1 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/2121546376350658477/posts/default/4495949768197377500'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/2121546376350658477/posts/default/4495949768197377500'/><link rel='alternate' type='text/html' href='http://infinitelag.blogspot.com/2010/11/in-rotation-november-2010.html' title='In Rotation, November 2010'/><author><name>J.P. Grant</name><uri>http://www.blogger.com/profile/10359445806017817088</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://3.bp.blogspot.com/_AMFXeEK5E28/S8NpJUygTZI/AAAAAAAAAAY/w7_Fo8G6uMM/S220/n835749094_714454_8272.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://1.bp.blogspot.com/_AMFXeEK5E28/TPW_Iv1_oXI/AAAAAAAAAFg/pyIi1gY4syA/s72-c/untitled.JPG' height='72' width='72'/><thr:total>1</thr:total></entry><entry><id>tag:blogger.com,1999:blog-2121546376350658477.post-4655112271946534108</id><published>2010-11-19T07:30:00.006-05:00</published><updated>2010-11-19T07:30:02.512-05:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Red Dead Redemption'/><category scheme='http://www.blogger.com/atom/ns#' term='Deadly Premonition'/><category scheme='http://www.blogger.com/atom/ns#' term='The World Ends With You'/><category scheme='http://www.blogger.com/atom/ns#' term='Rock Band 3'/><category scheme='http://www.blogger.com/atom/ns#' term='links'/><category scheme='http://www.blogger.com/atom/ns#' term='Dawn of War 2'/><category scheme='http://www.blogger.com/atom/ns#' term='Alan Wake'/><title type='text'>Friday Links, and a VGBC Update</title><content type='html'>&lt;div style="text-align: left;"&gt;November's been a rough month for blogging, as my scant output here attests.  Not much to report on the games front; still plugging away at &lt;i&gt;Dawn of War II&lt;/i&gt;, &lt;i&gt;Deadly Premonition&lt;/i&gt;, and &lt;i&gt;Red Dead Redemption.&lt;/i&gt;  I picked up &lt;i&gt;The World Ends With You&lt;/i&gt; from the library, but haven't had nearly enough time to play it; I want to give it a fair shake, but it's not grabbing me the way I thought it would so far. Combat feels haphazard, and the endless tapping to advance conversations, which veer precipitously into "..."-speech-bubble emo territory, gets old quickly. Still, I'll give it another go this weekend and see where I get with it.&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div style="text-align: center;"&gt;&lt;a href="http://www.escapistmagazine.com/videos/view/zero-punctuation/67-The-World-Ends-With-You"&gt;&lt;img style="cursor:pointer; cursor:hand;width: 400px; height: 266px;" src="http://3.bp.blogspot.com/_AMFXeEK5E28/TOXeYT7eWkI/AAAAAAAAAFY/2IcHFe8Lk1Q/s400/zeropuncworldends.jpg" border="0" alt="" id="BLOGGER_PHOTO_ID_5541079425797216834" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;div style="text-align: center;"&gt;&lt;i&gt;&lt;span class="Apple-style-span"  style="font-size:small;"&gt;Click the image to see Yahtzee Croshaw's very NSFW take on TWEWY.&lt;/span&gt;&lt;/i&gt;&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;Despite my busier-than-usual professional and social calendars lately, I do hope to continue to post regularly. The pieces I've got in mind, though, are a bit more long-form in nature and will probably be split up into multiple parts. Of course, I have to have time and energy to write them before I split them up.  A notion that inspires only one reaction right now: ...&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;Apologies are in order, meantime, to all three of you who've been eagerly awaiting the next installment of the &lt;a href="http://infinitelag.blogspot.com/2010/08/im-going-to-regret-this-announcing.html"&gt;Video Game Book Club&lt;/a&gt;.  I've actually got two reviews to catch up on - one for a &lt;i&gt;StarCraft&lt;/i&gt; novel and the other for the latest &lt;i&gt;Mass Effect&lt;/i&gt; book.  Been dreading writing them, to be honest. The &lt;i&gt;StarCraft&lt;/i&gt; book was so comically inept that making fun of it feels redundant and more than a little petty, which gives me pause about this whole endeavor. But fear not: I refuse to let this imposing tome, which rivals &lt;i&gt;&lt;a href="http://www.imdb.com/title/tt0368226/"&gt;The Room&lt;/a&gt;&lt;/i&gt; in the audacity of its incompetence, dull my snark. &lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;Also, re: the phrase &lt;a href="http://www.amazon.com/Decision-Points-George-W-Bush/dp/0307590615/ref=sr_1_1?ie=UTF8&amp;amp;qid=1290134479&amp;amp;sr=8-1"&gt;"the audacity of incompetence"&lt;/a&gt; - PATENT PENDING, BITCH.&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;So. Friday links. Without further ado, here's what I rustled up from the great wide ether this week and last:&lt;br /&gt;&lt;ul&gt;&lt;li&gt;A very funny and insightful post by Margaret Robinson of UK studio Hide &amp;amp; Seek about the difference between - sigh - &lt;a href="http://www.hideandseek.net/cant-play-wont-play/"&gt;"gamification" and "pointsification."&lt;/a&gt;&lt;/li&gt;&lt;li&gt;At &lt;i&gt;Edge&lt;/i&gt;, Randy Smith spends &lt;a href="http://www.next-gen.biz/blogs/five-hours-with-alan-wake"&gt;five hours with &lt;i&gt;Alan Wake&lt;/i&gt;&lt;/a&gt;.&lt;/li&gt;&lt;li&gt;Wouldn't it be interesting if developers of big AAA games could study this weird proof of concept "game" about the subconscious of a man stood up for a &lt;a href="http://www.rockpapershotgun.com/2010/11/17/wot-i-think-dinner-date/#more-44247"&gt;dinner date&lt;/a&gt;, and insert that kind of intimate interaction into their grand narratives? What a fascinating way to inhabit a character.&lt;/li&gt;&lt;li&gt;Hate to keep plugging the GWJ Conference Call every week (well, actually, I don't), but this episode's &lt;a href="http://www.gamerswithjobs.com/node/106591"&gt;time capsule to 1998&lt;/a&gt; was a trip.  Had no idea it was such a banner year for gaming.&lt;/li&gt;&lt;li&gt;On his blog Flash of Steel, Troy Goodfellow has begun an ambitious, and so far excellent, &lt;a href="http://flashofsteel.com/index.php/2010/11/05/national-characters/"&gt;series of articles&lt;/a&gt; examining how the "character" of prominent nations/cultures have been portrayed in strategy games.&lt;/li&gt;&lt;li&gt;David Carlton's post about &lt;a href="http://malvasiabianca.org/archives/2010/11/focused-practice-in-games/"&gt;"practice" in games&lt;/a&gt; stems from his experience with &lt;i&gt;Rock Band 3&lt;/i&gt;, where the idea of pure training modes is a natural fit - but then goes on to make some interesting suggestions about extending that valuable opportunity to refine skills to other game genres.&lt;/li&gt;&lt;/ul&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/2121546376350658477-4655112271946534108?l=infinitelag.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://infinitelag.blogspot.com/feeds/4655112271946534108/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://infinitelag.blogspot.com/2010/11/friday-links-and-vgbc-update.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/2121546376350658477/posts/default/4655112271946534108'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/2121546376350658477/posts/default/4655112271946534108'/><link rel='alternate' type='text/html' href='http://infinitelag.blogspot.com/2010/11/friday-links-and-vgbc-update.html' title='Friday Links, and a VGBC Update'/><author><name>J.P. Grant</name><uri>http://www.blogger.com/profile/10359445806017817088</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://3.bp.blogspot.com/_AMFXeEK5E28/S8NpJUygTZI/AAAAAAAAAAY/w7_Fo8G6uMM/S220/n835749094_714454_8272.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://3.bp.blogspot.com/_AMFXeEK5E28/TOXeYT7eWkI/AAAAAAAAAFY/2IcHFe8Lk1Q/s72-c/zeropuncworldends.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-2121546376350658477.post-1822160077485288996</id><published>2010-11-09T15:35:00.002-05:00</published><updated>2010-11-11T12:14:32.826-05:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='game writing'/><category scheme='http://www.blogger.com/atom/ns#' term='Oblivion'/><category scheme='http://www.blogger.com/atom/ns#' term='Mass Effect 2'/><category scheme='http://www.blogger.com/atom/ns#' term='Lord of the Rings'/><category scheme='http://www.blogger.com/atom/ns#' term='Dragon Age'/><category scheme='http://www.blogger.com/atom/ns#' term='Dune'/><title type='text'>Primary Sources</title><content type='html'>When I was a kid I was given some &lt;span style="font-style: italic;"&gt;D&amp;amp;D&lt;/span&gt; sourcebooks as a gift one Christmas. I don't think I ever played a single game, but I remember obsessively trawling through the books, finding the world implied by the ruleset fascinating. It wasn't so much the setting, which seemed like generic fantasy fare, but more that there were rules governing how the fantastical stuff worked. I was especially riveted by the descriptions of spells and their effects, which seemed peculiarly plausible in the matter-of-fact tone in which they were written. It was like reading an instruction manual for a Honda, except the Honda was your character. Also, the Honda could shoot &lt;a href="http://www.youtube.com/watch?v=j_ekugPKqFw"&gt;lightning bolts&lt;/a&gt;.&lt;br /&gt;&lt;br /&gt;Around the same time (age 11 or 12, I think) I read through &lt;span style="font-style: italic;"&gt;Lord of the Rings&lt;/span&gt; for the first time. I suppose I enjoyed the adventure story, though I'm sure I didn't fully grasp it. But what sticks out the most in memory is poring over those huge appendices detailing the history of this imaginary world. The fact that Tolkien had gone to such lengths to invent extensive cultural, political, and linguistic backdrops for his novels blew my mind. There was a real lived-in feeling to this fantasy world, although much of it was (and is) so esoteric I could never commit to it on the level others could.&lt;br /&gt;&lt;br /&gt;When I read &lt;span style="font-style: italic;"&gt;Dune&lt;/span&gt; for the first time a few years later, I had a similar experience. There was, again, an extensive appendix, featuring a glossary of the pseudo-Arabic future space language, a timeline of significant historical events, assorted fragments of religious documents, even a satirical poem. Whatever the reasons - probably my growing maturity and reading comprehension skills combined with the availability of a feature film, a protagonist about my age with godlike powers, and Frank Herbert's slightly less opaque writing style - I latched onto the &lt;span style="font-style: italic;"&gt;Dune&lt;/span&gt; universe much more strongly than I had any other fictional setting.&lt;br /&gt;&lt;br /&gt;By the time I'd gotten to college and delved into the Wild West of campus network file-sharing - this was the pre-Napster early days, mind you - I had probably re-read the book and seen the David Lynch movie five times apiece. So when that untamed landscape of free software opened before me, I immediately jumped on the old DOS adventure game simply titled &lt;span style="font-style: italic;"&gt;Dune&lt;/span&gt; and its not-really-sequel, the famous pioneer RTS game &lt;span style="font-style: italic;"&gt;Dune II: The Building of a Dynasty&lt;/span&gt;.&lt;br /&gt;&lt;a href="http://upload.wikimedia.org/wikipedia/en/3/31/Dune_2_screenshot_attack_on_base.jpg"&gt;&lt;br /&gt;&lt;/a&gt;But the real treasure was a massive PDF of &lt;a href="http://en.wikipedia.org/wiki/The_Dune_Encyclopedia"&gt;&lt;span style="font-style: italic;"&gt;The Dune Encyclopedia&lt;/span&gt;&lt;/a&gt; some kind soul had painstakingly scanned.&lt;br /&gt;&lt;br /&gt;&lt;a href="http://upload.wikimedia.org/wikipedia/en/8/80/DuneEncyclopedia.jpg"&gt;&lt;img style="display: block; margin: 0px auto 10px; text-align: center; cursor: pointer; width: 232px; height: 350px;" src="http://upload.wikimedia.org/wikipedia/en/8/80/DuneEncyclopedia.jpg" alt="" border="0" /&gt;&lt;/a&gt;This giant tome, first published in 1984 with the bemused, if not entirely wholehearted, approval of Frank Herbert himself, is the finest example of "fan fiction" ever published.  Come to think of it, the fact that it was published, period, speaks to its quality.&lt;br /&gt;&lt;br /&gt;The volume's editor, Dr. Willis E. McNelly, and dozens of collaborators penned hundreds of entries on the ephemera of the &lt;span style="font-style: italic;"&gt;Dune&lt;/span&gt; universe, everything from arcane descriptions of future weaponry to centuries-long histories of the novels' various factions and races.  Although not canon, it was a brilliant compendium of background material, lovingly assembled in a brilliant way: in the form of an in-universe encyclopedia, referencing fictional texts throughout its extensive study of the Atreides Imperium. Dr. McNelly's collection was so thorough and so compelling that Westwood Studios, developer of &lt;span style="font-style: italic;"&gt;Dune II&lt;/span&gt; and later &lt;span style="font-style: italic;"&gt;Dune &lt;/span&gt;games, &lt;a href="http://en.wikipedia.org/wiki/House_Ordos"&gt;stole from it&lt;/a&gt;. The idea that there could be "primary sources" in a fictional universe  was especially notable to me, buried as I was in my literature and  writing studies; it lent the universe an air of legitimacy, however slight.&lt;br /&gt;&lt;br /&gt;(Of course, this was all in the days before Frank's son Brian and his hack ghostwriter accomplice took a giant dump all over the series with their procession of abysmal cash-grab "canonical" prequels and sequels.  And used the power of copyright and estate to muscle everyone else out of the &lt;span style="font-style: italic;"&gt;Dune &lt;/span&gt;business in the process.)&lt;br /&gt;&lt;br /&gt;Had &lt;span style="font-style: italic;"&gt;The Dune Encyclopedia&lt;/span&gt; been compiled today, it would have undoubtedly been in wiki format, much like &lt;a href="http://infinitelag.blogspot.com/2010/11/warhammered.html"&gt;my recent insomnia cure&lt;/a&gt;.  But in some ways, I think that might have missed the point.&lt;br /&gt;&lt;br /&gt;To my mind, nothing can replace the feeling of a tangible artifact when it comes to building on a fictional world's reach.  As a kid, I adored the "feelies" that came with some PC and NES games.  &lt;a href="http://www.brainygamer.com/the_brainy_gamer/2010/02/digital-feelies.html"&gt;Michael Abbott's great post&lt;/a&gt; about these in-box extras - paper maps, decoder puzzles, 3D glasses - links them to the in-game codex in &lt;span style="font-style: italic;"&gt;Mass Effect 2&lt;/span&gt;, which functions as a digital encyclopedia of sorts to flesh out that fictional universe.  His point that the codex contains "pertinent, not disposable lore" is well-taken.  There is a lot of fascinating stuff in there for those players who choose to explore it.  It makes for a much richer &lt;span style="font-style: italic;"&gt;Mass Effect&lt;/span&gt; experience, helping set this particular game's story within a larger fictional space.  I'm sure I'm not alone in appreciating the creativity and dedication it takes to construct an engaging universe for your game to take place in.&lt;br /&gt;&lt;br /&gt;That said, I have to disagree with Michael's comment that this codex, or any in-game codex, really, is "well implemented."  In &lt;span style="font-style: italic;"&gt;ME2&lt;/span&gt;, as well as in that other high-profile BioWare opus, &lt;span style="font-style: italic;"&gt;Dragon Age: Origins&lt;/span&gt;, navigating through the codex is a chore.  In &lt;span style="font-style: italic;"&gt;Dragon Age&lt;/span&gt;, the codex/quest menus (on 360) were especially difficult to manage; entries were not numbered and navigating to a new codex entry often meant inadvertently marking other unread entries as read - thus dropping them off my list of "new" material.  It was even worse in &lt;span style="font-style: italic;"&gt;Oblivion&lt;/span&gt;: while it was cool to be able to pick up and read books, it felt like a disruption to the flow of gameplay, even when the content of the supplementary material was interesting.&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.cravingtech.com/blog/wp-content/uploads/2008/06/codex.jpg"&gt;&lt;img style="display: block; margin: 0px auto 10px; text-align: center; cursor: pointer; width: 478px; height: 291px;" src="http://www.cravingtech.com/blog/wp-content/uploads/2008/06/codex.jpg" alt="" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;Thing is, I'm not sure there's anything developers can do.  It's just a pain in the ass to read text on a large screen.  It might be more palatable on a PC, but that's how I played &lt;span style="font-style: italic;"&gt;Oblivion &lt;/span&gt;and it still felt like a distraction.  The act of playing a game and the act of reading about that game's world feel like two distinct activities that, to me, are best enjoyed separately.  It would be interesting to see if BioWare &lt;a href="http://www.1up.com/news/bioware-details-mass-effect-2-stats"&gt;keeps stats&lt;/a&gt; on how thoroughly players explore the codex in, say, &lt;span style="font-style: italic;"&gt;ME2&lt;/span&gt;.  After all, it does serve a similar function to the appendices found in &lt;span style="font-style: italic;"&gt;Lord of the Rings&lt;/span&gt; and &lt;span style="font-style: italic;"&gt;Dune&lt;/span&gt;.&lt;br /&gt;&lt;br /&gt;Yet while I understand the desire for an in-game codex to help players understand the fiction and immerse themselves in it, I can't help but think there are more effective, meaningful, and potentially profitable ways to extend your game's universe.  And I'm not talking about Collector's Editions; most seem stuffed with demonstrably useless physical artifacts that are more marketing collateral than supplemental content.  A figurine might be nice for a desk display, but it doesn't connect to the game experience in a meaningful way like the feelies of old did.&lt;br /&gt;&lt;br /&gt;Honestly, I don't think that's just nostalgia for outdated copy-protection mechanisms: as Michael points out in his post, feelies were often essential components of the package, a (sigh) meta-game experience that brought the player out of the computer game, but not out of the game world.  There's something psychologically interesting that happens there, I think.  You are compelled to reflect upon the game and its fiction in a different way because of the switch in modality.  The very act of reflection should be an important goal in itself.&lt;br /&gt;&lt;br /&gt;Game developers often have to (and should) think like teachers: their students have different learning styles.  Communicating content in different modes is crucial if you want to reach everyone.  If you want to meaningfully extend a game world's fiction, I would argue, you've got to look outside the game itself.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/2121546376350658477-1822160077485288996?l=infinitelag.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://infinitelag.blogspot.com/feeds/1822160077485288996/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://infinitelag.blogspot.com/2010/11/primary-sources.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/2121546376350658477/posts/default/1822160077485288996'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/2121546376350658477/posts/default/1822160077485288996'/><link rel='alternate' type='text/html' href='http://infinitelag.blogspot.com/2010/11/primary-sources.html' title='Primary Sources'/><author><name>J.P. Grant</name><uri>http://www.blogger.com/profile/10359445806017817088</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://3.bp.blogspot.com/_AMFXeEK5E28/S8NpJUygTZI/AAAAAAAAAAY/w7_Fo8G6uMM/S220/n835749094_714454_8272.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-2121546376350658477.post-7195204625347314074</id><published>2010-11-05T07:47:00.001-04:00</published><updated>2010-11-05T07:47:00.364-04:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Fallout: New Vegas'/><category scheme='http://www.blogger.com/atom/ns#' term='links'/><title type='text'>Friday Link</title><content type='html'>That's right, there's only one selection this week.  Because you really ought to take a listen to the latest &lt;a href="http://www.gamerswithjobs.com/node/77407"&gt;Gamers With Jobs Conference Call&lt;/a&gt;. &lt;br /&gt;&lt;br /&gt;In addition to regular hosts &lt;a href="http://twitter.com/certis"&gt;Shawn Andrich&lt;/a&gt; and &lt;a href="http://twitter.com/elysiumgwj"&gt;Sean Sands&lt;/a&gt;, this week's podcast features &lt;a href="http://twitter.com/russpitts"&gt;Russ Pitts&lt;/a&gt; of &lt;em&gt;The Escapist&lt;/em&gt; and &lt;a href="http://twitter.com/justinmcelroy"&gt;Justin McElroy&lt;/a&gt; of Joystiq.  The main topic stems from an &lt;a href="http://www.escapistmagazine.com/articles/view/columns/writersroom/8252-Open-Letter-to-People-Who-Make-Games"&gt;open letter&lt;/a&gt; Russ recently wrote to game makers.&lt;br /&gt;&lt;br /&gt;If there's one issue that should really dominate the conversation about videogames, it's the problem of half-baked "AAA" games being foisted on the oblivious consumer.  When &lt;em&gt;Fallout: New Vegas&lt;/em&gt;, which by all accounts is so buggy it's nigh-unplayable on any platform, costs the same $60 as more meticulously QA-tested games and somehow &lt;em&gt;dominates them in sales&lt;/em&gt;, there's a bigger problem than what some film critic is saying.  And yet, we bullshit about "art" and motion control and console wars and who wins trade shows.&lt;br /&gt;&lt;br /&gt;So give the episode a listen, if for no other reason than to hear the phrase "We made &lt;em&gt;who&lt;/em&gt; the king? The pattycake guy?"&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/2121546376350658477-7195204625347314074?l=infinitelag.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://infinitelag.blogspot.com/feeds/7195204625347314074/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://infinitelag.blogspot.com/2010/11/friday-link.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/2121546376350658477/posts/default/7195204625347314074'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/2121546376350658477/posts/default/7195204625347314074'/><link rel='alternate' type='text/html' href='http://infinitelag.blogspot.com/2010/11/friday-link.html' title='Friday Link'/><author><name>J.P. Grant</name><uri>http://www.blogger.com/profile/10359445806017817088</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://3.bp.blogspot.com/_AMFXeEK5E28/S8NpJUygTZI/AAAAAAAAAAY/w7_Fo8G6uMM/S220/n835749094_714454_8272.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-2121546376350658477.post-7159196998593034951</id><published>2010-11-04T23:27:00.004-04:00</published><updated>2010-11-04T23:29:51.831-04:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Dawn of War 2'/><title type='text'>Warhammered</title><content type='html'>&lt;div align="center"&gt;&lt;img style="TEXT-ALIGN: center; MARGIN: 0px auto 10px; WIDTH: 318px; DISPLAY: block; HEIGHT: 257px; CURSOR: hand" id="BLOGGER_PHOTO_ID_5535856114429206418" border="0" alt="" src="http://2.bp.blogspot.com/_AMFXeEK5E28/TNNPzkw6H5I/AAAAAAAAAFI/fF3lVQtl6Cg/s400/img_114012_dow2.jpg" /&gt;&lt;br /&gt;&lt;div align="left"&gt;I'm rooting for this guy. &lt;/div&gt;&lt;br /&gt;&lt;div align="left"&gt;I have no idea how this happened.&lt;/div&gt;&lt;div align="left"&gt;&lt;br /&gt;Seduced by the Steam sale last week, and despite its ridiculous name, I bought &lt;em&gt;Warhammer 40,000: Dawn of War II&lt;/em&gt;, the 2009 Relic hybrid RTS/RPG that, it turns out, is pretty great. It's like &lt;em&gt;StarCraft&lt;/em&gt; with cover-based shooting and no building, or an isometric &lt;em&gt;Gears of War&lt;/em&gt; with loot and leveling up. Both the game design and the fictional universe, or at least what little I've grasped of it, are curious blends of genre and style. And somehow, it all works. The single-player is damn fun, a well-balanced tactical RTS that's almost entirely combat-focused. I haven't jumped into multiplayer yet, but I've heard good things. Although my weak gaming setup - BootCamping into XP on a Mac Mini - necessitates turning down all the graphics settings, I'm assured the game looks great in higher resolutions.&lt;/div&gt;&lt;br /&gt;&lt;div align="left"&gt;But the game being good wasn't the revelation. It's that I've been inexplicably, and pretty embarrassingly, drawn into its fiction.&lt;/div&gt;&lt;br /&gt;&lt;div align="left"&gt;I knew nothing about the &lt;em&gt;Warhammer 40K&lt;/em&gt; universe going into this game. I dabbled in some &lt;em&gt;D&amp;amp;D&lt;/em&gt;-lite tabletop games like &lt;em&gt;HeroQuest&lt;/em&gt; and &lt;em&gt;DragonStrike&lt;/em&gt; as a kid, but that's about it. I've never been anywhere near hardcore enough to paint miniatures. So it was doubly surprising that this videogame got me curious about its &lt;em&gt;Lord of the Rings&lt;/em&gt; &lt;em&gt;In Space&lt;/em&gt; backstory.&lt;/div&gt;&lt;br /&gt;&lt;br /&gt;&lt;img style="TEXT-ALIGN: center; MARGIN: 0px auto 10px; WIDTH: 299px; DISPLAY: block; HEIGHT: 222px; CURSOR: hand" id="BLOGGER_PHOTO_ID_5535868733252847858" border="0" alt="" src="http://4.bp.blogspot.com/_AMFXeEK5E28/TNNbSFi6SPI/AAAAAAAAAFQ/6oMTOkYGn0A/s400/dawn-of-war-2-warboss.jpg" /&gt;&lt;em&gt;&lt;span style="font-size:78%;"&gt;Yep. Seriously.&lt;br /&gt;&lt;/span&gt;&lt;/em&gt;&lt;div align="left"&gt;&lt;br /&gt;Here's the premise of &lt;em&gt;Dawn of War II&lt;/em&gt;: you command a squad of Space Marines (yes, they are actually called Space Marines) on a campaign to cleanse the galaxy of, no shit, Space Orcs, Space Elves, and the Xenomorphs from &lt;em&gt;Alien&lt;/em&gt;. There's some kind of Fundamentalist Space Church that rules all of humanity, I guess, and your Space Marines - massive armored behemoths who look like the love child of Duke Nukem and The Hulk - have a sacred duty to whoop alien ass up and down the galaxy while dual-wielding flamthrowers and chainsaw swords. The voice acting brings a cheesetastic meatheadedness to the pitch-perfect melodramatic sci-fi dialogue. Your soldiers constantly refer to each other as "Brother," reinforcing the comforting thought that 38,000 years from now, just as today, society is dominated by bloodthirsty frat jocks.&lt;/div&gt;&lt;/div&gt;&lt;div align="center"&gt;&lt;br /&gt;&lt;div align="left"&gt;&lt;/div&gt;&lt;div align="left"&gt;I'd like to blame this week's particularly severe bout of insomnia for this, but it's true: I've been reading the &lt;a href="http://warhammer40k.wikia.com/wiki/Eldar"&gt;Warhammer 40K Wiki&lt;/a&gt;. And it is endlessly entertaining.&lt;/div&gt;&lt;br /&gt;&lt;div align="left"&gt;&lt;/div&gt;&lt;div align="left"&gt;Consider the following excerpt:&lt;br /&gt;&lt;em&gt;&lt;span style="font-size:85%;"&gt;The torture cults eroded the future of the Eldar as a viable galactic empire. While this debauchery would have been destructive within any society, it was even more damaging for the Eldar because of their powerful psychic abilities. Within the parallel dimensional realm of the Warp, the psychic emanations of these perverse activities began to gather, strengthened by the souls of departed Eldar hedonists and cultists. As the Eldar's vices grew, this dark mass of negative psychic energy did as well, producing the terrible Warp storms that defined humanity's Age of Strife and made all interstellar travel and communication impossible for the human colonies of this period. Eventually, this growing mass of negative psychic energy came into a life of its own and came to consciousness over ten thousand years ago at the end of the Age of Strife as the newborn Chaos God Slaanesh, the Devourer of Souls and the doom of the Eldar. The psychic scream of Slaanesh's &lt;span style="TEXT-DECORATION: underline"&gt;&lt;/span&gt;birth tore the souls from all the Eldar within a thousand light years of it, sparing only those sheltered in the wraithbone hulls of the Craftworlds. The Prince of Pleasure's awakening was so forceful that it tore a hole between the physical realm and the Immaterium, plunging the Eldar homeworlds into a nightmare existence, trapped within the realm of Chaos. This region is now known as the Eye of Terror&lt;span style="TEXT-DECORATION: underline"&gt;&lt;/span&gt;, and is the home of the forces of Chaos in the 41st millennium. &lt;/span&gt;&lt;/em&gt;&lt;/div&gt;&lt;br /&gt;&lt;div align="left"&gt;&lt;em&gt;&lt;/em&gt;&lt;/div&gt;&lt;div align="left"&gt;&lt;/div&gt;&lt;div align="left"&gt;Again: Yep. Seriously.&lt;br /&gt;&lt;/div&gt;&lt;div align="left"&gt;&lt;/div&gt;&lt;div align="left"&gt;Look, I don't mean to &lt;a href="http://infinitelag.blogspot.com/2010/08/vgbc-1-mortal-kombat.html"&gt;shoot fish in a barrel&lt;/a&gt; here, honestly. There is something genuinely endearing about fantasy worlds that are detailed with such thoroughness, no matter how absurd. When sleep eludes me I find myself clicking through Wiki entires on the Imperium of Man, the Horus Heresy, Tech-Priests and Terminator Armor, the gene-seeds of the Primarchs. None of it makes much sense to me, nor do I expect it to, but it's fun feeling like a tourist in this intricate and throughly baffling place. And in turn, I'm going back to &lt;em&gt;Dawn of War II&lt;/em&gt; with a renewed, if bemused, investment in my Force Commander.&lt;/div&gt;&lt;div align="left"&gt;&lt;br /&gt;I've always loved the idea that the silly sci-fi stories and games I was into had a history, an evolutionary path you could trace. The world didn't have to make sense or even be particularly internally consistent; someone just had to care enough to draw up the imaginary playground.&lt;/div&gt;&lt;div align="left"&gt;&lt;br /&gt;I miss that part of being a kid. I miss leaping headfirst into stories about Space Marines fighting the Orc Hordes across the galaxy in the 41st millennium, without the detachment of irony or the vague guilt of the responsible adult. I miss living in other worlds and not needing to think about why I wanted to in the first place.&lt;/div&gt;&lt;div align="left"&gt;&lt;br /&gt;Still, it's not all bad. At least I'm not playing &lt;em&gt;WoW&lt;/em&gt;.&lt;/div&gt;&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/2121546376350658477-7159196998593034951?l=infinitelag.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://infinitelag.blogspot.com/feeds/7159196998593034951/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://infinitelag.blogspot.com/2010/11/warhammered.html#comment-form' title='1 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/2121546376350658477/posts/default/7159196998593034951'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/2121546376350658477/posts/default/7159196998593034951'/><link rel='alternate' type='text/html' href='http://infinitelag.blogspot.com/2010/11/warhammered.html' title='Warhammered'/><author><name>J.P. Grant</name><uri>http://www.blogger.com/profile/10359445806017817088</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://3.bp.blogspot.com/_AMFXeEK5E28/S8NpJUygTZI/AAAAAAAAAAY/w7_Fo8G6uMM/S220/n835749094_714454_8272.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://2.bp.blogspot.com/_AMFXeEK5E28/TNNPzkw6H5I/AAAAAAAAAFI/fF3lVQtl6Cg/s72-c/img_114012_dow2.jpg' height='72' width='72'/><thr:total>1</thr:total></entry><entry><id>tag:blogger.com,1999:blog-2121546376350658477.post-3840692939622775042</id><published>2010-10-29T09:59:00.000-04:00</published><updated>2010-10-29T09:59:44.596-04:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Angry Birds'/><category scheme='http://www.blogger.com/atom/ns#' term='links'/><title type='text'>Friday Links</title><content type='html'>The Oh God I Really Need A Weekend Edition:&lt;br /&gt;&lt;ul&gt;&lt;li&gt;Not sure I fully agree with everything being claimed in &lt;a href="http://www.theatlantic.com/culture/archive/2010/10/why-video-games-arent-art-at-least-not-all-of-them/64927/"&gt;this &lt;span style="font-style: italic;"&gt;Atlantic &lt;/span&gt;article&lt;/a&gt;, but it does raise an interesting question - and no, it's not the tired one about "art."  It's more the implied question: when is a game (or artistic product, really) "finished"?  Does the ability to patch/fix games so easily undermine their value?  In other words, how is the idea of a "published product" changing?&lt;/li&gt;&lt;li&gt;An Australian columnist reads some serious &lt;a href="http://www.theage.com.au/opinion/society-and-culture/the-joys-of-flipping-the-bird-at-excess-20101009-16d18.html"&gt;political and moral subtext&lt;/a&gt; in &lt;span style="font-style: italic;"&gt;Angry Birds&lt;/span&gt;.&lt;/li&gt;&lt;li&gt;At Gamasutra, designer Ernest Adams' &lt;a href="http://www.gamasutra.com/view/feature/6189/the_designers_notebook_dont_.php"&gt;column on "joy" in games&lt;/a&gt; is a terrific read for aspiring developers and established pros alike. As a player, there's &lt;a href="http://infinitelag.blogspot.com/2010/06/knocking-down-blocks.html"&gt;a lot of fun&lt;/a&gt; to be had in &lt;a href="http://infinitelag.blogspot.com/2010/08/in-rotation-august-2010.html"&gt;just screwing around&lt;/a&gt; in a game world.&lt;br /&gt;&lt;/li&gt;&lt;li&gt;My favorite thing about &lt;a href="http://www.1milliongamerscore.com"&gt;Stallion83&lt;/a&gt; - he of the quest for 1,000,000 Xbox achievement points - is the way even the most &lt;a href="http://arstechnica.com/gaming/news/2010/10/girls-games-and-guinness-a-quest-for-a-million-achievement-points.ars"&gt;tongue-in-cheek fluff piece&lt;/a&gt; about him inspires crazy polarizing reactions.&lt;br /&gt;&lt;/li&gt;&lt;/ul&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/2121546376350658477-3840692939622775042?l=infinitelag.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://infinitelag.blogspot.com/feeds/3840692939622775042/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://infinitelag.blogspot.com/2010/10/friday-links_29.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/2121546376350658477/posts/default/3840692939622775042'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/2121546376350658477/posts/default/3840692939622775042'/><link rel='alternate' type='text/html' href='http://infinitelag.blogspot.com/2010/10/friday-links_29.html' title='Friday Links'/><author><name>J.P. Grant</name><uri>http://www.blogger.com/profile/10359445806017817088</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://3.bp.blogspot.com/_AMFXeEK5E28/S8NpJUygTZI/AAAAAAAAAAY/w7_Fo8G6uMM/S220/n835749094_714454_8272.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-2121546376350658477.post-5431319935878598906</id><published>2010-10-26T21:07:00.000-04:00</published><updated>2010-10-26T21:07:52.789-04:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Red Dead Redemption'/><category scheme='http://www.blogger.com/atom/ns#' term='Deadly Premonition'/><category scheme='http://www.blogger.com/atom/ns#' term='In Rotation'/><category scheme='http://www.blogger.com/atom/ns#' term='Trauma Center'/><category scheme='http://www.blogger.com/atom/ns#' term='Angry Birds'/><category scheme='http://www.blogger.com/atom/ns#' term='Dead Rising 2'/><title type='text'>In Rotation, October 2010</title><content type='html'>Not a ton of new stuff to add to the list this month, but good stuff nonetheless:&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;XBOX 360&lt;/strong&gt;&lt;br /&gt;&lt;ul&gt;&lt;li&gt;&lt;em&gt;Dead Rising 2&lt;/em&gt;. Happy(?) to report the game's &lt;a href="http://infinitelag.blogspot.com/2010/09/tired-of-sex.html"&gt;unabashed, directionless sexism&lt;/a&gt; continues apace. That aside, I'm having fun with it. I've still never not finished last in the multiplayer, but the whole premise - a kind of &lt;em&gt;American Gladiators&lt;/em&gt; spectacle with zombies - is so ridiculous I hardly care. I won't pretend I'm not a little let down by this sequel; as &lt;a href="http://drinkingcoffeecola.blogspot.com/2010/10/volunteering-dead-rising-2-and.html"&gt;Brad Gallaway points out&lt;/a&gt;, there's really not much new or different in this iteration. Still, it has its bizarre charms. There's nothing quite like repeatedly smacking a zombie in the face with a foot-long purple "massager" while wearing nothing but a cowboy hat and boxer shorts. Unlike MY WIFE, I appreciate that &lt;em&gt;Dead Rising 2&lt;/em&gt; gives me the opportunity to do that. Regularly.&lt;/li&gt;&lt;li&gt;&lt;em&gt;Red Dead Redemption&lt;/em&gt;. I haven't progressed much since I &lt;a href="http://infinitelag.blogspot.com/2010/10/redemption-song-part-1.html"&gt;wrote about&lt;/a&gt; &lt;em&gt;RDR&lt;/em&gt; &lt;a href="http://infinitelag.blogspot.com/2010/10/redemption-song-part-2.html"&gt;last week&lt;/a&gt;, mostly because I've been obsessed with:&lt;/li&gt;&lt;li&gt;&lt;em&gt;Deadly Premonition&lt;/em&gt;. Nothing, not even the aforementioned face-dildoing, comes close to the sheer WTF-erry of this budget-ass &lt;em&gt;Twin Peaks&lt;/em&gt; ripoff. I'll write more about &lt;em&gt;Premonition&lt;/em&gt; this week, but for now, let me just say that it has rapidly, unexpectedly, and thoroughly unironically shot up my "games of the year" list. In the meantime, go read Daniel Wiessenberger's &lt;a href="http://www.gamecritics.com/daniel-weissenberger/deadly-premonition-is-the-game-of-the-year-part-1"&gt;excellent series of articles&lt;/a&gt; on the topic.&lt;/li&gt;&lt;/ul&gt;&lt;p&gt;&lt;strong&gt;NINTENDO DS&lt;/strong&gt;&lt;/p&gt;&lt;ul&gt;&lt;li&gt;&lt;em&gt;Trauma Center: Under the Knife&lt;/em&gt;. Picked up this one, along with &lt;em&gt;Harvest Moon DS&lt;/em&gt;, as a gift for Mrs. JPG. While the gameplay itself is fairly mediocre - it's a glorified pixel-hunt embedded into an anime-style medical drama - the real value of the title has been its voice clips. &lt;em&gt;"Doctor Stiles?"&lt;/em&gt; Yeeeeeeessssssss, sexy nurse? Never gets old.&lt;/li&gt;&lt;/ul&gt;&lt;img style="TEXT-ALIGN: center; MARGIN: 0px auto 10px; WIDTH: 164px; DISPLAY: block; HEIGHT: 264px; CURSOR: hand" id="BLOGGER_PHOTO_ID_5532525205842769202" border="0" alt="" src="http://1.bp.blogspot.com/_AMFXeEK5E28/TMd6XLUnNTI/AAAAAAAAAE4/CIR1mcuy2yM/s400/angie.jpg" /&gt;&lt;br /&gt;&lt;p&gt;&lt;strong&gt;ANDROID&lt;/strong&gt;&lt;br /&gt;&lt;/p&gt;&lt;ul&gt;&lt;li&gt;&lt;em&gt;Angry Birds&lt;/em&gt;. Mad love to Rovio for bringing their adorable, addictive puzzler to Android - and for free, at that! If &lt;a href="http://tv.gawker.com/5647245/jon-hamm-explains-angry-birds-on-the-late-late-show"&gt;Jon Hamm's proselytizing&lt;/a&gt; isn't enough, the game is so great it's even inspired its own line of &lt;a href="http://techcrunch.com/2010/10/21/angry-birds-toys/"&gt;plush dolls&lt;/a&gt;. Only a few &lt;a href="http://www.thinkgeek.com/electronics/retro-gaming/a9e0/"&gt;triumphs&lt;/a&gt; can pull that off.&lt;/li&gt;&lt;/ul&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/2121546376350658477-5431319935878598906?l=infinitelag.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://infinitelag.blogspot.com/feeds/5431319935878598906/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://infinitelag.blogspot.com/2010/10/in-rotation-october-2010.html#comment-form' title='2 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/2121546376350658477/posts/default/5431319935878598906'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/2121546376350658477/posts/default/5431319935878598906'/><link rel='alternate' type='text/html' href='http://infinitelag.blogspot.com/2010/10/in-rotation-october-2010.html' title='In Rotation, October 2010'/><author><name>J.P. Grant</name><uri>http://www.blogger.com/profile/10359445806017817088</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://3.bp.blogspot.com/_AMFXeEK5E28/S8NpJUygTZI/AAAAAAAAAAY/w7_Fo8G6uMM/S220/n835749094_714454_8272.jpg'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://1.bp.blogspot.com/_AMFXeEK5E28/TMd6XLUnNTI/AAAAAAAAAE4/CIR1mcuy2yM/s72-c/angie.jpg' height='72' width='72'/><thr:total>2</thr:total></entry><entry><id>tag:blogger.com,1999:blog-2121546376350658477.post-1589014431905045537</id><published>2010-10-22T07:45:00.011-04:00</published><updated>2010-10-22T07:45:00.787-04:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='game writing'/><category scheme='http://www.blogger.com/atom/ns#' term='Fallout: New Vegas'/><category scheme='http://www.blogger.com/atom/ns#' term='Minecraft'/><category scheme='http://www.blogger.com/atom/ns#' term='links'/><title type='text'>Friday Links</title><content type='html'>Here's the roundup of pieces I've enjoyed this week:&lt;br /&gt;&lt;br /&gt;&lt;ul&gt;&lt;li&gt;This &lt;a href="http://multiplayerblog.mtv.com/2010/10/15/minecraft-board-games-developer-pop-quiz/"&gt;brief interview&lt;/a&gt; with the creator of &lt;span style="font-style: italic;"&gt;Minecraft &lt;/span&gt;hints at an interesting, and I think worthwhile, take on videogame design - namely, that it should seek to emulate boardgames more.&lt;/li&gt;&lt;li&gt;&lt;a href="http://flashofsteel.com/index.php/2010/10/18/this-is-your-brain-on-strategy-games/"&gt;Troy Goodfellow's post&lt;/a&gt; about how his deep immersion in the "grammar" of strategy games has conditioned him to respond to games in other genres is another topic that deserves further discussion, and I hope to see more from him, and others, on the subject.&lt;/li&gt;&lt;li&gt;As a nice companion piece to the above, check out Nels Anderson's &lt;a href="http://www.above49.ca/2010/10/mastery-and-dominion.html"&gt;recent post&lt;/a&gt; discussing the difference between "mastery" and "domination." A good read for game critics looking to build their lexicon.&lt;/li&gt;&lt;li&gt;Darby McDevitt's feature &lt;a href="http://www.gamasutra.com/view/feature/6171/a_practical_guide_to_game_writing.php"&gt;"A Practical Guide to Game Writing"&lt;/a&gt; at Gamasutra delivers exactly what it promises.&lt;br /&gt;&lt;/li&gt;&lt;li&gt;The reviews of &lt;span style="font-style: italic;"&gt;Fallout: New Vegas&lt;/span&gt; are pouring in, and while I'm usually not big on reviews, &lt;a href="http://www.joystiq.com/2010/10/19/fallout-new-vegas-review/"&gt;Justin McElroy's&lt;/a&gt; and &lt;a href="http://www.escapistmagazine.com/articles/view/editorials/reviews/8229-Review-Fallout-New-Vegas"&gt;Russ Pitts'&lt;/a&gt; stand out.  I've &lt;a href="http://infinitelag.blogspot.com/2010/09/unquantifiable-metro-2033.html"&gt;written before&lt;/a&gt; about how certain games seem impossible to quantify, and &lt;span style="font-style: italic;"&gt;New Vegas&lt;/span&gt; seems like one of them.  Where does that leave the reviewer, then?  An experiential narrative style can go a long way in these cases.&lt;br /&gt;&lt;/li&gt;&lt;/ul&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/2121546376350658477-1589014431905045537?l=infinitelag.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://infinitelag.blogspot.com/feeds/1589014431905045537/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://infinitelag.blogspot.com/2010/10/friday-links_22.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/2121546376350658477/posts/default/1589014431905045537'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/2121546376350658477/posts/default/1589014431905045537'/><link rel='alternate' type='text/html' href='http://infinitelag.blogspot.com/2010/10/friday-links_22.html' title='Friday Links'/><author><name>J.P. Grant</name><uri>http://www.blogger.com/profile/10359445806017817088</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://3.bp.blogspot.com/_AMFXeEK5E28/S8NpJUygTZI/AAAAAAAAAAY/w7_Fo8G6uMM/S220/n835749094_714454_8272.jpg'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-2121546376350658477.post-6404809819772292114</id><published>2010-10-21T22:17:00.000-04:00</published><updated>2010-10-21T22:17:49.688-04:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Red Faction: Guerrilla'/><category scheme='http://www.blogger.com/atom/ns#' term='GTA IV'/><category scheme='http://www.blogger.com/atom/ns#' term='Gears of War 2'/><category scheme='http://www.blogger.com/atom/ns#' term='Red Dead Redemption'/><category scheme='http://www.blogger.com/atom/ns#' term='Crackdown'/><category scheme='http://www.blogger.com/atom/ns#' term='Oblivion'/><category scheme='http://www.blogger.com/atom/ns#' term='Mercenaries 2'/><category scheme='http://www.blogger.com/atom/ns#' term='Just Cause 2'/><category scheme='http://www.blogger.com/atom/ns#' term='Fallout 3'/><title type='text'>Redemption Song, Part 2</title><content type='html'>&lt;div style="text-align: left;"&gt;I should have mentioned &lt;a href="http://infinitelag.blogspot.com/2010/10/redemption-song-part-1.html"&gt;yesterday&lt;/a&gt; that I haven't even gotten to Mexico yet in &lt;span style="font-style: italic;"&gt;Red Dead Redemption&lt;/span&gt;.  Which means I'll probably be coming back to revisit these posts later on, since &lt;a href="http://www.gamermelodico.com/2010/06/flawed-ballad-of-john-marston.html"&gt;by all accounts&lt;/a&gt; that's when things take a sharp narrative turn for the worse (link contains spoilers). And with the game so heavily encouraging "taking the high road" in all encounters, I'm beginning to understand the big question in &lt;a href="http://calitreview.com/9163"&gt;this review&lt;/a&gt;: "What's the point of a 'Moral Choice System' when so many moral choices are made &lt;i&gt;for&lt;/i&gt; you?"&lt;/div&gt;&lt;div style="text-align: center;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div style="text-align: left;"&gt;So: here's hoping "revisit" doesn't end up meaning "delete in embarrassment."&lt;/div&gt;&lt;div style="text-align: left;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div style="text-align: left;"&gt;I haven't experienced enough of the story yet to make any pretense of intelligible analysis. Instead, having spent just north of ten hours roaming New Austin with John Marston, I want to talk about two other factors I think make the game successful - or at least more enjoyable than &lt;i&gt;GTA IV&lt;/i&gt;.&lt;/div&gt;&lt;div style="text-align: left;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;div style="text-align: center;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 400px; height: 225px;" src="http://3.bp.blogspot.com/_AMFXeEK5E28/TMDXtsqav-I/AAAAAAAAAEg/z6lXkDVxF8E/s400/red-dead-redemption-20091214044156090_640w.jpg" border="0" alt="" id="BLOGGER_PHOTO_ID_5530657522494128098" /&gt;&lt;div style="text-align: center;"&gt;&lt;b&gt;&lt;div style="text-align: left;"&gt;&lt;span class="Apple-style-span" style="font-weight: normal; "&gt;&lt;b&gt;&lt;br /&gt;&lt;/b&gt;&lt;/span&gt;&lt;/div&gt;&lt;div style="text-align: left;"&gt;&lt;span class="Apple-style-span" style="font-weight: normal; "&gt;&lt;b&gt;1.  Use of Space.&lt;/b&gt;  It's only natural that a Western game would feature plenty of wide-open spaces.  This is a welcome contrast to Liberty City, where I spent most of my time being chased down by cops for unintentionally flattening pedestrians on every street.  You could make the point that &lt;i&gt;GTA IV&lt;/i&gt; uses the cramped environs to make a thematic statement about Niko being trapped in his violent nature, and you might be right, but that's an annoying-ass way to make a (pretty obvious) thematic statement.  Even when you're galloping full tilt down a narrow trail in &lt;i&gt;RDR&lt;/i&gt;, you still have plenty of room to avoid any wagons or riders who happen by.  This is enormously freeing: instead of tension being built by wondering when my janky-ass-controlling vehicle will accidentally smash into a cop and fail me out of my mission - a kind of &lt;i&gt;Resident Evil&lt;/i&gt; tank control artificial difficulty - that job is left to the missions themselves.  Whether &lt;i&gt;RDR&lt;/i&gt;'s missions succeed or fail at building tension effectively isn't my point, but rather that the designers' use of open space has largely liberated the player from this concern.  Most of the time, you're not worrying about crashing into things - although, in typical sandbox game style, I did still manage to back my horse over a woman I'd just rescued from bandits the other night.  Whoops.&lt;/span&gt;&lt;/div&gt;&lt;div style="text-align: left;"&gt;&lt;span class="Apple-style-span" style="font-weight: normal; "&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;&lt;div style="text-align: left;"&gt;&lt;span class="Apple-style-span" style="font-weight: normal; "&gt;Because towns and buildings are so few and far between, and traversal objectives so plentiful (see below), &lt;i&gt;RDR&lt;/i&gt; encourages the player to truly explore the world in a way other sandbox games fail to.  The "free roaming" in &lt;i&gt;GTA IV&lt;/i&gt;,&lt;i&gt; Crackdown&lt;/i&gt;, &lt;i&gt;Red Faction: Guerrilla&lt;/i&gt; or &lt;i&gt;Mercenaries 2&lt;/i&gt; is an illusory at best and often simply tedious.  Despite claims of "verticality" or "destructability" in these games, there's nothing intrinsically open-feeling about them; the worlds may be detailed, but you're always aware you're either in or between cities.  &lt;i&gt;Just Cause 2&lt;/i&gt; avoids this trap somewhat by incorporating nifty traversal mechanics in the grappling hook and parachute and by featuring a massive map.  Open space is an illusion in &lt;i&gt;RDR&lt;/i&gt; too, of course.  But there's nothing quite like an empty horizon - and, I think quite tellingly, a lack of motorized vehicles - to give you a satisfying illusion. The only other games I've played that pulls this off well is &lt;i&gt;Oblivion &lt;/i&gt;and to some extent &lt;i&gt;Fallout 3&lt;/i&gt;, although neither fantasy world felt as believably expansive, or as easy to traverse, as New Austin.&lt;/span&gt;&lt;/div&gt;&lt;div style="text-align: left;"&gt;&lt;span class="Apple-style-span" style="font-weight: normal; "&gt;&lt;br /&gt;&lt;/span&gt;&lt;/div&gt;&lt;div style="text-align: left;"&gt;&lt;span class="Apple-style-span" style="font-weight: normal; "&gt;Yet when you enter a gang hideout or head into the hills to capture a bounty in &lt;i&gt;RDR&lt;/i&gt;, the space inevitably narrows to allow for solid third-person cover shooting.  I know this choice has caught some criticism - how convenient, there's cover in this combat location! - but think about it: how exciting (or long) could a gunfight in an open field be?  There's a reason shootouts in Western movies always take place on horseback or in town - they'd be over in seconds otherwise.  I'm a little baffled at the complaints here, especially since 100% cover-based shooters like &lt;i&gt;Gears of War 2 &lt;/i&gt;make you &lt;i&gt;press buttons in the game world to pop up cover &lt;/i&gt;during battles.  As if the alien architect who designed Alien Palace anticipated there might be a firefight on the Promenade some day.&lt;/span&gt;&lt;/div&gt;&lt;/b&gt;&lt;/div&gt;&lt;div&gt;&lt;div style="text-align: left;"&gt;&lt;br /&gt;&lt;/div&gt;&lt;/div&gt;&lt;div&gt;&lt;b&gt;2. Traversal is Fun.&lt;/b&gt;  I've fast-traveled, I dunno, five times in my ten hours with the game.  The environments are so gorgeous, and full of so many sub-objectives - collecting herbs, hunting and skinning animals, rescuing strangers from bandits or coyotes, beating a fellow gunman in a sharpshooting challenge - that the only incentive to fast-travel is to save time between missions.  So far, the "story" missions have been, by and large, the least interesting activities in the game for me.&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;I should pause here to note that I have a personal aversion to hunting for sport: I understand why some people like it, I guess, but it holds no appeal to me.  It seems bizarrely anachronistic and unnecessary in 21st century America.  I guess I view hunters in the same way I view people who refuse to use email: I can respect their reasons for doing so if they make sense, but I don't see much gain to it.  Hell, I don't even like killing animals in videogames.  (Humans are another story, but that's a topic for another post, and possibly for therapy.) &lt;/div&g
