Why do we play stressful games? I find this sort of question
is both easy to answer and still a bit puzzling. Of course stress can help to give
a sense of accomplishment to completing a game's challenges - giving the player
adrenaline enough to feel as if they've just
made it, just managed to get through and time everything perfectly. But it still
seems strange to me to fill one's
past-time with, not just adrenaline, but irritation, frustration, and sometimes
breathless moments of panic. One Piece
Mansion, a PS1 oddity I recently found in a 2nd hand games shop, seems to
courts this type of stress like it were the essence of life. One Piece Mansion (which strangely has
no affiliation with the Manga and anime series One Piece) is a puzzle/management game which, to all intents and
purposes, is driving me mad.
Wednesday, 3 July 2013
Friday, 14 June 2013
Ico on the big screen
This is hardly worthy of any mention really but I love it when games crop up in everyday places, it acts as a sort of validation that games are brilliant artifacts. It also allows me to show off my game spotting skills! This one wasn't too hard and in many ways is a bit of an unfortunate cliche in the Games/Art discussion. It's Ico of course! A brilliant game which I haven't really played all that much, but it's the one which always comes up in many peoples' lists of Best Games.
Friday, 7 June 2013
What I've Been Playing
There is of course only a limited number summers one
experiences before life finally turns in upon itself, forcing itself from the
present into the half-existent past. Therefore, it would seem more pertinent to
be out there experiencing what many of us name Life and not instead be turning
in slow circles in order to shoot Eastern European scary-humans before they
grab you and start shouting! Also massive Eastern European chainsaw guys! And
weird magicians or something! I've been playing Resident Evil 4 which is making me want it to be winter again.
Thursday, 6 June 2013
Tuesday, 14 May 2013
Infinite Possibility... a couple of criticisms
Such was the presence of Ken Levine throughout the marketing
truncheon of Irrational's Bioshock
Infinite that I was a little surprised not to be greeted by his muscular
face finally introducing me to the finished game. The numerous interviews with
Levine were, for those who had eagerly followed the game's development, the
main inroad into the vivid imagery which Irrational was putting out. It
certainly looked like a striking game; but, for me, it was Levine's suggestions
of how those visuals would function within a narrative that really excited me. His descriptions of the game's radical
imagination; of how the character relationships would develop depth and
significance with the player; of the game's unique perception of history, of
reality. All of these ideas simmered in the endless interviews with Levine -
acting like a one man sales team, showing a sincere passion for his product as
nothing short of an incredibly important work. And, in a way, that is what Infinite is: important.
Wednesday, 23 January 2013
Hmmm... More Treasury Adventuring?
So, over the past few days on Twitter Stephan Orlando of Robit Studios - responsible for the excellent, and very much free, Treasure Adventure Game - has been teasing an announcement coming this week. I sometimes wonder why these people can't just tell us without having to stretch these things out but in this case I'm becoming just a bit excited.
Tuesday, 22 January 2013
Proteus to be released 30th Jan
It says it all in the title really, but it's great news! Ed Key and David Kanaga's game Proteus will be available on Steam and through the game's website. Priced at $7.50, which makes it around £5, its a smashing deal as well! From what I've played of the game it's beautiful and very exciting [read my thoughts about it here] and I can't wait to play it as a finished piece. Proteus ahoy!
Monday, 21 January 2013
Top Five Games of Twenty Twelve
Argh! is what I think when I look back on new game releases
in 2012. What have I played? Why haven't I played all these other games? I
could make a far more encompassing list of all the new games I was meant to
play, should have played, and was this close to playing, than that of the
meagre number I did actually play enough to say, however arbitrarily, 'I have
played this and I liked it very much.' New games be damned, is what I think,
before hunching over and feeling like I've missed out on everything. Well,
anyway, out of that meagre crew of games I really, really, actually played this
year I've pulled together a list of 5 which were my favourite - in a very specific
order of magnificence! [And all imfho of course] Here they are:
Wednesday, 16 January 2013
My name is Guybrush Threepwood...
Ah! Someone, somewhere has seen fit to turn the the The Secret of Monkey Island's sword fighting/insult throwing into a playable browser game. It's just as enjoyable/torturous as I remember. Perfect. Now you can remember all the correct answers before you're able to use them!
Sunday, 13 January 2013
SLAVE OF GOD
Slave of God is a free
game whose unique visual presence seems to have inspired a few big games
websites to comment on it. Most notably RPS had an excellent guest article
written by Cara Ellison, who described the game in experiential terms as a kind
of expressionist depiction of a night club. This is pretty spot on and
therefore I would urge anyone interested in the game to first of all play it and
then read Ellison's article. And then, if the day seems to be leaving you with
nothing else, there's always me and this. Hi!
Thursday, 27 December 2012
Thirty Flights of Loving
When playing Brendon Chung's short game Thirty Flights of
Loving I can't help but be reminded of the sporadic energy which seemed to
enthuse the early films of Jean-Luc Godard. A florescent mixture of ideas,
influences and oblique storytelling propels this short into a dream-like
state which crosses in an out of playful parody, postmodernist tangles and
artful themes of memory, love and loss. In equal measures it plays out as a
heist, a love story and a dream. Yet at its heart Thirty Flights of Loving remains
a fun and inventive piece of interactive fiction.
Friday, 23 November 2012
Imagining Dunwall
Dishonored is a
game. Most of us who play computer games regularly (and even those that don't)
are most likely aware of this. It's a game which gives the player control of a
character with the ability to knife people, teleport, possess living beings and
peek at a bathing lady - amongst other things. It has also been widely praised for its breadth
of player freedom; not so much in terms of critical narrative choices (though
there are a few of those too) but within the gameplay itself. Much like it's spiritual
forefathers Deus Ex and Thief, Dishonored lets the player make gameplay decisions for themselves.
Questions such as: "How shall I infiltrate this building?" and:
"Do I want to kill all these people?" are important and actually
answerable by the player. In this respect Dishonored
recalls the playgrounds of late nineties, early 2000s PC gaming; it is a toy
box in which the player can use the toys any way they wish. So there is Dishonored: very much a game. And
then there is Dunwall.
Thursday, 1 November 2012
Review: Deadlight
Here Lies a review I wrote for Critical Gamer about the XBLA (and now available on PC) game Deadlight. Its a mix bag of a game and though I remember shouting bad words at the T.V. quite a few times while playing it I also believe it to be a pretty unique vision of the inevitable zombie apocalypse. Visually stunning and quite scary/tense in places. Check out my thoughts after le break.
A little bit of Halloween - HOME
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| This represents Halloween |
Halloween past without much of a mention in my house. I've
never been one to celebrate the "holiday"/festival (or whatever it is)
but less so this year I seem to have completely missed it. There were no trick
or treaters tentatively knocking on my door, nor did I watch any scary movies
in an attempt to celebrate the wonderful feeling of being scared. I did
however, without real forethought, end up playing a game.
The Steam Halloween sale saw a few really great deals but my
purchases were pretty limited. The only game I bought which I really wanted to
play was Vampire: The Masquerade -
Bloodlines a game which I missed when it was first released. I also bought Closure - a puzzle based platform game
with what looks like quite an inventive conceit - and Home.
Friday, 26 October 2012
Twitching on the Floor: Hotline Miami
My eyes sting and my hands hang claw-like over the mouse and
keyboard. I have spent the last three or so hours hunched over my glowing
laptop dispensing quick precise death. Or at least for part of the time. The
rest has been taken up with frantic gasps between badly aimed gun shots,
misplaced punches, and strange backward movements which more often than not have
left me leaking florescent red stuff over some indistinguishable hotel
lobby.
Monday, 22 October 2012
Horrible Murdery Game Out Tomorrow
Sooo.... Hotline Miami
is out tomorrow and, though there's loads of other important, life maintaining work
to be done, I'm really looking forward to spending the evening bludgeoning and
being bludgeoned within a sleazy 80s neon malaise (bloody remains apparently
spewed over a post-modern hotel interior).
Sunday, 21 October 2012
Torchlight et al : A Haphazzard Defense of Genre Refinement
I posted a review a
couple of weeks ago on Critical Gamer for Runic Games' RPG sequel Torchlight II. As the review attests it's
a superb action RPG in the vein of Diablo
etc. Despite the much aggrandised looting I actually found the most
exciting and enjoyable aspect of the game to be the combat. This was mostly
down to two things:
1) lots and lots of enemies
2) variety of enemy attack patterns.
So a lot of the time
during combat I was a bit lost amidst the flashing colours; which also left my
puny laptop struggling for breath. But I never felt like my many, many deaths
were unfair; my mortality only ever recalled thanks to me taking my eyes off
the Diablo style health-bubble-thing
for too long. It was a lesson quickly learnt - though also one surprisingly
easy to forget when being pummelled by masses of tentacley djinni-beings.
Wednesday, 29 August 2012
Book Review: Tom Bissell, Extra Lives: Why Video Games Matter
The subtitle to Tom Bissell's book is so ambitiously vague that
it at first appears like something of a moot point when approaching the
cultural history of computer gaming. The lengthy issue of Why Video Games Matter could possibly be segmented and approached
in a veritable spiral of niches and areas of study - culture, technology, art, to
begin with - without ever having to propose to your reader: This is why videogames matter. Such ambitions
therefore seem admirably grand for such a modestly sized book. And yet when
first starting the book it instantly becomes clear that such ambitions - or at
least perceived ambitions - were never really intended.
Saturday, 21 July 2012
GOTW: Alan Wake
Throughout the strange, unbalanced thread of Alan Wake's narrative, the writer, who
gives the game its name, is mockingly referred to as, among others, Stephan
King, Raymond Chandler and, most strangely, James Joyce. Personally I felt more
like Garth Marenghi, but it's Stephan King, and his supernatural thrillers,
whose presence is most heavily felt throughout. Alan Wake exists in that same liminal place inhabited by many of
King's novels - where trashy fiction can be both utter nonsense and kind of
important; kind of profound - well, at the very least genuinely enjoyable. Alan Wake gets away with a great deal
because it seems to know this; it's trashy nature slips into the game as a
whole, leaving memories behind which skitter between pure joy, genuine scares,
ham-fisted acting, awful smiles and a few large holes in which moments of the
game just disappeared into shear ordinariness. But, as with Deadly Premonition - the cracked-out Japanese brother to the more straight-faced
Wake - the game's faults and instability help it to become endearing. It's a
bit messy, but when it hits the mark it does so incredibly well and the messiness
only helps to underline the moments of quality.
Sunday, 8 July 2012
Gaming Report: June
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| A screenshot from Proteus, showing at Rezzed |
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