This article contains spoilers of gameplay scenarios and locations in Bloodborne, developed by From Software and published by SCE Japan Studio, and Dark Souls, developed by From Software and published by Namco Bandai Games. Bloodborne is exclusively for PlayStation 4, and Dark Souls was played on PlayStation 3.
Saturday, April 11, 2015
\\ Eulogy of the First Flame: Bloodborne //
Monday, March 23, 2015
\\ Dial 2 For More: Hotline Miami 2: Wrong Number //
This
article contains spoilers of gameplay scenarios and plot points in the game, “Hotline
Miami 2: Wrong Number,” by Dennaton
Games, published by Devolver Digital. Played on PlayStation 4.
It’s often easy to forget that video games are a
relatively new medium of expression. Looking back at our earlier days, we see a
plentitude of experiments, some of which stuck and would later become popular
franchises, and others which were forgotten to all but a niche few. Having not
been around during the 70’s and 80’s, and having never owned a Commodore 64, a
Nintendo Entertainment System, a Sega Genesis, etc. makes it hard for me to
say, but it’s easy to imagine that for game designers, it had to have been a
beautiful time, a vast expanse of possibility, ripe for exploration.
Programming was difficult, and access to the tools and knowledge necessary to
produce games were subject to only an elite few.
Things are different now. The independent games
scene of the last eight or so years has finally been able to find an in with
the “big boys”, and their productions became more noticeable. Nearly half of Paste Magazine’s top 30 games of 2012 alone were developed by
very small teams. Some, indeed, with the financial and developing assistance of
publisher support, but none faltering in their independent creative spirit.
Games like Journey, Dyad, Spelunky planted new seeds upon well-worn territories with which to
reinvigorate and rebuild outward in new directions.
Hotline
Miami stood tall amongst that crowd of releases. Tight
and brutally difficult yet satisfying gameplay, a ferociously-pulsating
soundtrack which made legends out of unknown beatmakers, primitive yet
eerily-effective pixel art, and a simple and relatively unpretentious premise
with some faintly thought-provoking philosophical posturings all combined to
form an extremely satisfying experience. By the time I had completed it, I felt
as if I had arisen from something which at once felt a comforting fever dream
yet also a nightmare. Hotline Miami
was a self-contained, lean experience; you didn’t need more. Even if you didn’t
understand its plot, it didn’t matter much; the game wanted to simply let
itself wash over you with its gunshots, cyberpunk tunes, vigorously-vibrating
gradient backgrounds, and, uh, masks. And that was that, or so it seemed.
Thursday, February 26, 2015
\\ Oh, The Places You'll Go: Hohokum Review //
This article contains spoilers of certain locations in the game "Hohokum" by Honeyslug and Sony Santa Monica, published by Sony Computer Entertainment. Played on PlayStation 4.
Hohokum
is a game about exploration, not only of physical worlds, but of raw feelings, broad
emotional states of being, and mental machinations. It’s a beautiful game which
eschews conventional wisdom and embraces the pushback. It’s of little surprise
that I find Hohokum to be one of the
best games of 2014.
Monday, February 23, 2015
\\ A Turn for the Worst: Japanese RPG's //
Japanese Role-Playing Games (JRPG’s) have long been
a point of much frustration, anxiety, and sadness for me, a genre which I felt
unable to meaningfully parse. In my younger days as a child, I found them
simply boring, yet was never able to understand why; I always felt that there
was some key ingredient I was missing, as my monthly Nintendo Power
subscription often reassured me that games like Chrono Trigger, Secrets of
Mana, Final Fantasy, and Skies of Arcadia were “true” classics. I
read in GamePro and on IGN of the “greatest games of all time”
like Final Fantasy VII, Xenogears, Suikoden, Earthbound. I
gathered tales of hours lost, classes skipped, life opportunities missed, all in
drawn-out anticipation of meeting Sephiroth in battle, of saving the world from
Gyorg, of travelling through time with Crono and crew. Sure, I loved Pokémon as much as the next elementary
school student, battling and trading our beloved creatures together on the
playground and in cramped bedrooms after school, but that was purely tradition
of bygone years.
Yet as my love of games proved to persevere, so too
did my disdain for JRPG’s. In 2006, with the release of Kingdom Hearts II, I had finally found a JRPG that sucked me in
when I bought it on a whim. What perplexed me was that, finally, there came
along a JRPG that instantly fired all synapses for me. I cared not that I
hadn’t played the original; in fact, that actually contributed to my taking a
liking to Kingdom Hearts II. From the
moment you begin the game, and the animation set to Hikaru Utada singing her
song, “Sanctuary” plays, my young mind is filled with intrigue. When the
introductory cutscenes featuring mysterious robed figures finishes, and the
controls are handed to I, the player, I’m instantly confused by the protagonist
I’m at the reigns of, that of Roxas.
While Kingdom
Hearts II has a bit of a slow start, it does a good job of quickly
introducing the player to its mechanics, by way of having the player attempt to
keep a beach ball in the air with a stick, instead of with a Keyblade to the
Heartless. It’s an attempt at world-building, and a cute one that I appreciate
to this day, at that. But more importantly, what the game is doing is
communicating to the player the general flow and style of the gameplay. It is
saying that this Final Fantasy and Disney
aesthetic fusion hosts an action game, not the turn-based systems dictating
much of Square-Enix’s past efforts.
Sunday, January 18, 2015
\\ A Creature Fear: Alien: Isolation Review //
This article contains spoilers of plot points and gameplay scenarios
from the game, “Alien: Isolation” by
The Creative Assembly, published by Sega Corporation. Played on PlayStation 4.
The first Alien
movie was the best one. It established an aesthetic, a tone. It was well-acted,
well-directed. H.R. Giger’s creature designs were (are) impeccably effective.
Its sequel, Aliens, is perhaps
still-unmatched in terms of boldness and quality by any other film sequel
since, with its heightened sense of tension followed by explosive release. Yet,
Alien 3 was a complete crapshoot; it
was director David Fincher’s first film, and also marred by chronicled
production troubles which lead to a film that’s neither too frightening nor too
exciting, simply not enough anything. At least Alien: Resurrection managed to salvage a few good laughs out of me
with its complete disregard for any sort of tension and embracement of camp. Prometheus didn’t really happen, right?
Tuesday, December 2, 2014
\\ Plucked From Our Hearts: Pikmin //
This article contains spoilers of plot points and gameplay scenarios
in Pikmin for the Nintendo Gamecube.
More and more recently, I’ve noticed many of my favorite
games tend to communicate something important about human existence to me,
whether it be through mechanics, storytelling, visuals, or music (likely a
combination of these elements). We often worry about whether or not a game is
“fun”, but fun isn’t the only emotion one feels during play; we undergo
sadness, pain, frustration, excitement, agitation, anxiety. It’s the entirety
of the development team’s job to understand clearly what is to be communicated
through play and aesthetics. Indeed, we often postulate of games as art, but
really, I think the more worthwhile discussion is games as communication, games
as political statements, games as transcendence, games as personality.
When I wrote about Majora’s Mask, I spoke in great detail of a game which had changed
in significance for me over a timespan of several years, and discussed the ways
in which the game in general was a failure for me as an appropriate means of
communicating to the player the things Aonuma and his team were interested in.
I lambasted the game, and looked at it from many different angles, as I thought
it was a very interesting game, even despite being a failure. Failures tend to
be the most interesting prospects for deep criticism, criticism which doesn’t
choose to merely wade in the shallow pool but dives in the deep end, wading
through the breadth of experience in pursuit of fuller and more profound truths
in the world.
The truth of the matter is that it’s simply easier to
acquire the necessary level of interest to embark on these adventures when a
work seems daring, stepping away from the norm and wandering in the pool of
unexplored territory. It becomes easier and more rewarding still when the works
holds some significance to you and your past.
Tuesday, November 25, 2014
\\ Dark, Yet Clear As Day: Dark Souls II //
This article contains spoilers of plot points and gameplay scenarios
in Dark Souls II for the PlayStation 3, Xbox 360, PC, PlayStation 4, and Xbox One.
After much deliberation, I think it’s safe to say
that the original Dark Souls is my
favorite game of all time. It’s just such a wonderful thing that I can barely
contain my composure when talking about its vast, sprawling worlds, filled with
things to do, secrets to uncover, and mysteries never to be solved. Huge, imposing
creatures found in the most dank, depressing corners of Lordran. Tough,
imposing, uncompromising, yet doable boss encounters which tested your limits,
pushing you further and further into the brink of uncertainty, kicking you out
from the game for days, weeks, possibly months. But when you returned, fresh
and revitalized, you’d find yourself empowered, a changed person, and would
find the strength and the courage to plow through until the next surprising
twist, the vicious circle beginning anew.
Dark
Souls took me two years to complete; a long time indeed
for a game that’s not really that long in the grand scheme of things, yet the experience of playing it is long.
It felt like finishing a year at school; one takes the time to sit down and look
back at the things that have changed in their life, the friendships mended and
broken, changes in our bodies, maybe finding ourselves in a new place to call
home. Finishing Dark Souls felt like
how I would imagine breaking up with a long-time spouse could feel; it was good
that I had closed the book on it, but I yearned for more. But of course, too
much of a good thing is never a good thing.
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