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.
Thursday, 27 December 2012
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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