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Author Archives: Eric Swain

Sorry this is late, but it is finally here.

Back in March of 2011 I played Deirdra Kiai’s recently released Life Flashes By and wanted to talk to her about it. I asked for an interview and she graciously accepted. Through a series of semi-ludicrous events that interview has ended up here for your enjoyment. You can download and play Life Flashes By at Deirdra’s site as well as check out her other work.

Podcast: Direct Download

Opening Theme: ‘Close’ by The Alpha Conspiracy

Closing Theme: ‘Wishing Never’ by The Alpha Conspiracy

This Year In Video Game Blogging 2012

December 30th, 2012 | Posted by Eric Swain in Spotlight: - (2 Comments)

As 2012 comes to a close and we look forward to 2013, we at Critical Distance look back at all the great writing from this year. We dug deep through the 1080 links from all the 2012 entries of TWIVGB, narrowing it down before also checking the 150 additional articles you, the readers, submitted to us for consideration. From there we did our best to create a list of the most memorable, most important and most representative writings of 2012. Critical Distance is proud to present This Year in Video Game Blogging.

Publications

In the past this category has been called “print,” but the world has changed in that time and things that would have been traditionally published have in some cases moved into digital representations of the same. Not in every case, but we honor both here.

One of the most talked about critical efforts this year, Brendan Keogh’s ebook Killing is Harmless: A Critical Reading of Spec Ops: The Line is a massive achievement for game criticism.

The book has received its own share of in-depth responses as people weighed in on its take of the game. Both Cameron Kunzelman and Darius Kazemi offered up their reviews of the book.

Another end of year project is the inaugural issue of  Five Out of Ten magazine. It features the stellar work of Bill Coberly, Brendan Keogh, Lana Polansky and our own Kris Ligman and Alan Williamson. The magazine, for which Alan serves as founder and editor, is set to be put out bimonthly.

Meanwhile, print publications are still hanging in there, as Anna Anthropy (aka Auntie Pixelante) proved with her developer call to arms Rise of the Videogame Zinesters: How Freaks, Normals, Amateurs, Artists, Dreams, Dropouts, Queers, Housewives and People Like You Are Taking Back a Art Form.

Critical Video Game Blogging

Every year the majority of the talking is about the games themselves, ranging from looking at the title as a whole, to one particular aspect of it, or to connecting it to the greater trends and themes of the medium. This goes for both games of this year and games of old.

By far the most talked about game of the year was That Game Company’s Journey. Ian Bogost for the Atlantic looked at the studio’s evolution as a creator entity in “A Portrait of the Artist as a Game Studio.”

Michael “brainygamer” Abbott contends Journey is not another retelling of the ‘hero’s journey’, but connects it to the sapta bodhyanga of Buddhist Enlightenment.

Robert Yang writes that Dishonored fails as an immersive sim during its tutorial as it closes off possibilities to learn mechanics.

Tami Baribeau of The Border House says that the portrayal of women in Dishonored flits back and forth between tired stereotype and commentary on a sexist society.

Where many others found a disgusting brutality in Max Payne 3 towards foreigners, Fernando Cordeiro found a certain catharsis in shooting his countrymen with regards to his lifelong frustration with the mindset of Brazil.

The Extra Credits crew uses Max Payne 3 as an example of Hard Boiled in games and how the industry has confused it as mature.

At Unwinnable, Jamie Dalzell detailed his experience in the Arma II mod Day Z through a four-part first person account.

Drew Dixon at Game Church grapples with his faith in humanity after his time in the land where society had been torn asunder.

Chris Bateman looks at The Thin Play of Dear Esther and breaks down the excuses made to delegitimize Dear Esther as a game.

At Medium Difficulty, Miguel Penabella writes “An Ode to Stanley & Esther” and to the concept of a game delivered through only walking and existing in an environment.

As part of his A Sum of Parts feature on Gameranx, Brendan Keogh looks closely at Binary Domain in how it creates and represents the other and on the concept of posthuman humans.

Maddy Myers writes about the American narrative towards violence and masculinity and how it relates to Hotline Miami for the Boston Phoenix. This reading was done in the wake of, and touches on, the school shooting in Newtown, Connecticut.

Patricia Hernandez wrote one of the best personal pieces of the year as she explores how Fallout 2 disillusioned her of the American Dream and shaped her life against the more traditional family ideology she grew up in.

Christian Donlan sat down with his father who was a member of the LAPD in the 1940s to see what reaction L.A. Noire would elicit. What he got was a unique method of traveling down memory lane.

Mattie Brice uses Persona 4‘s Naoto to look at gender identity, its presentation and the world’s treatment of trans people in the game and in her own experience.

To David Carlton, Super Hexagon is less of a game and is more akin to learning a language.

Tevis Thompson says that Zelda has been going downhill since the original and he wants to save the franchise.

Alex Curelea explains “Why Diablo 3 is less addictive than Diablo 2.” He explains that the missing reward loop is to account for the real money auction house, but it kills the quality of the game.

Robert Rath, in his column Critical Intel at The Escapist, looks at how drone warfare is represented in three very different 2012 releases: Spec Op: The Line, Call of Duty: Black Ops II and Unmanned.

Helen Lewis gave John Brindle the floor at her column at the New Statesman to explain how text-based games are examining war in ways that traditional games either choose not to or simply can’t.

Jordan Rivas explains how Splinter Cell is the true post-9/11 game for him and his brother. The word has changed in the decade since and so has the series.

Our own Kris Ligman calls Analogue: A Hate Story a work of scholarship in the guise of an interactive experience.

Kate Cox looks back to Dragon Age II and says the mistake so many others have made about it is to look at it through the lens of the hero’s journey when it is more akin to a Shakespearian tragedy.

Drew Dixon chastises a number of reviews who still evaluate Papo & Yo through the traditional lens of challenge and fun instead of the artistic merits on which the game is working.

Eric Swain at his PopMatters column wrote a number of pieces on Driver: San Francisco, starting with “Magical Realism as a Game Mechanic.”

Destructoid’s Jim Sterling thinks there is more to the gender politics of Lollipop Chainsaw than is immediately apparent due to the treatment of Julia Starling’s boyfriend and how it ends up flipping the script on otherwise tired clichés.

Joel Goodwin of Electron Dance, started off the year by looking in depth at 2011′s indie marvel Cart Life.

Anjin Anhut of How Not To Suck At Game Design compares Bioshock and Spec Ops: The Line in “A Man Chooses A Slave Obeys – from Rapture to Dubai.”

Taylor Clark wrote an expose on the creator of Braid and the upcoming The Witness, Jonathan Blow, for The Atlantic. He called Blow “The Most Dangerous Gamer.”

Sam Machkovech explores Fez as the real extension of Phil Fish in lieu of the “idiosyncratic crazy-man, played up for entertainment’s sake” that Indie Game: The Movie presented him as.

Matthew Weise saw a decline of anti-American sentiment in the Metal Gear franchise.

Space-Biff! has an index of in depth writing on Metro 2033 by Daniel Thurot.

The International House of Mojo has a fairly deep retrospective on the LucasArts masterpiece Grim Fandango.

Pat Holleman of The Game Design Forum reverse engineered the design of Final Fantasy 6.

Finally, this year has been so jam packed full of game from every strata and of every description. There would be almost no way to cover them all. Sparky Clarkson came close as he enlisted 12 critics to help him out in explaining the greatness of as many 2012 releases in alphabetical order as possible.

Theory Blogging

While many focused on specific games, other pieces looked as concepts themselves. They looked to what games are, how we criticism them and how we view them as a culture.

Games as art is the debate that will never die. But Jimmy Brindle of the Brindle Brothers has put their unique stamp on it by saying what art really is: a flaccid penis.

Sophie Houlden likewise undermined the entire question by flipping it and asked “Can Art be Games?

Shifting gears to criticism itself, Jonathan McCalmont says that we live in a post-critic world where such gatekeepers of culture are useless. Instead the art world has turned towards curation and perhaps game critics should as well.

Richard Clark looks the difference between reading something into a text and getting something out of a text and how that relates to criticism of video games.

The jury is still out on the “proper” way to write about games and I think this is the way it’s supposed to be – there is no agreed-upon method for movie or music criticism. As games writing matures, it will become broader, more varied and more confident.

What game writing needs isn’t less personal writing, but more voices, more brutal honesty and more grappling with diverging viewpoints and perspectives. More than anything, we need a community of writers who are open to second-guessing themselves, in their writing and otherwise.

L. Rhodes at Culture Ramp, conducted a series of interviews on video game journalism and criticism that he called The Ludorenaissance.

Katlin Tremblay laid down the 101 on gender criticism for gamers at Medium Difficulty.

Design Blogging

While many focused on specific game, others looked towards design itself. Some looked at aspects of games while others looked at the purpose and nature of design itself.

Robert Yang turned his No Show Conference talk into a 3-part essay for Rocks Paper Shotgun, collected here, called “A People’s history of the FPS.”

Andrew High went in depth on what he sees as the next great barrier for video game creation, the proper use of audio with detailed descriptions and many examples of music and mixes.

Jonas Kyratezes says what he aims for in his design is grace.

We say games are art, but do we mean it? We certainly don’t behave like it. A comparison with other art forms immediately highlights the difference. No-one sells a book with a feature list. Not even blockbuster movies, the most commercial of all film types, are sold as if they were haircare products or power tools. Only games are.

In response to the Jennifer Hepler debacle, Tom Auxier comes to her and others’ defense by explaining, “Why some game developers shouldn’t like games.”

Culture Blogging

Gaming is more than just code or artifacts. It’s a culture. And any art form is only as good as the culture that surrounds it. I can only hope that these are the signs that things are getting better. Art affects people. People affect people. To understand games as a whole, one must look at the people as well.

I had things organized by general subject and put related things together. But given the nature of some of links I had to switch things around for the sake of this: Trigger Warning for Rape, Harassment, Shaming, Death Threats and all the bile that goes along with them. I’ll post when this section ends.

Anita Sarkeesian was the target of one of the vilest campaigns of targeted harassment ever. Here she details the image-based and other visual based harassment to shed light on what was going on.

The R Word” by Anonymous is the autobiography of one victim’s struggle and the burden it has place on their life. This was to show the debate on rape’s use wasn’t about offense it was always about harm.

I put this here to defer to Brendan Keogh’s own trigger warning. He describes to those who still don’t get it what Rape Culture is. As other commentators have said, including Brendan, he wouldn’t have been listened to or gotten such a tepid reaction if he was a woman.

( END TRIGGER WARNING SECTION. )

Katherine Cross wrote “Game Changer” for Bitch Magazine listing down the biggest of sexism clusterfucks of the year.

Our own Katie Williams details her experience with a PR rep at E3 and her desire to simply be allowed to play and do her job.

Maddy Myers waded into the Boston fighting game scene to learn and improve and found a bastion of sexism and unwelcoming atmosphere at every turn.

Cara Ellison repurposes Ginsberg’s poem Hadda Be Playing on the Jukebox into Romero’s Wives.

Sometimes sexism is so ingrained that you bring it to bear against yourself as Jenn Frank describes in her piece for Unwinnable “I was a Teenage Sexist.”

Patricia Hernandez fell into the same trap during a match of Gears of War where she uttered three words so common to multiplayer gaming, but offered her no solace against her opponent.

Lara Croft was an important figure to Cara Ellison, as she explains how the recent treatment of the character makes her feel in a male dominated culture.

J.F. Sargent describes how certain video game designs turn bigotry into a form of play by teaching the systems and ideas of oppression and reinforcing the status quo.

Author John Scalzi created the best metaphor of how sexism, racism and all the other -isms affect how one lives in the world. The straight white male is the lowest difficulty setting in life.

W, a solider now working with a PMC, wrote a guest piece on the type of person that exists as a solider in a modern warzone: a sociopath, himself.

Patricia Hernandez, writing for Gameranx, talks about how shooters now perpetuate war as the new normal in our lives. A never ending conflict that happens somewhere else to someone else. “War is routine, war is spectacle, war is sanitized, was is surveillance.”

Bill Coberly looks at what games are actually teaching their players about guns by how they are portrayed.

Steve Boone wrote two pieces in response to the violence smorgasbord that is E3, in particular The Last of Us and the modern war shooter genre.

Lucy Kellaway at the Financial Times was asked to participate in the GameCity prize, specifically because she was an outsider. She details her experience and thoughts with the games nominated.

Our own Alan Williamson, wrote for the New Statesman that we shouldn’t dismiss non-gamer voices when they talk about games and begin critically examining their place in our culture.

Jonas Kyratzes looks at what the $100 barrier to entry for Steam Greenlight means for a struggling indie developer.

John Brindle explores the elitism of gaming and how gamers are like the posh twits looking separate themselves from the plebes.

Also at Nightmare Mode, Porpentine goes to epic lengths to explain the Twine revolution and how it relates to capitalism, how it can be used and a short expose on the hacks to create with it.

Robert Rath has a two part examination of the conflict minerals in nearly all of our electronic devices and the awful conditions in which they are mined and shipped from the Eastern Congo and what the west can and is doing about it.

Miscellaneous Blogging

Then there is the stuff off the beaten path that doesn’t really fit anywhere else.

Two years ago, Brendan Keogh started a Minecraft blog where he would play a nomad and always travel Towards Dawn. That journey ended this year after two in-game months and several updates.

Rainer Sigl wrote a piece entitled “The Art of in-game Photography” on just that. In addition, he wrote “Confessions of a Videogame Tourist” where games offer a substitute for real travel.

Richard Clark helped President Obama get over a tough time this year by playing some games with him.

Rob Zacny published on Polygon a long expose on the management failure Kaos Studios for the dead on arrival Homefront.

Cara Ellison wrote a love letter to the games that she will never finish due to the connection they have to her life.

A Picture is Worth A Thousand Words

For all the digital and real ink spilled on games and issues trying to describe the complexity of the problems or bring truth to light. Sometimes a single image can do what a dozen articles could not:

Doritogate

And

E3 Booth Babes

Blogger of the Year

And now a brief interjection by our Senior Editor, Kris Ligman:

It’s been customary for those of us at Critical Distance to name one or more authors as the breakout blogger of the year. For the first time, we’ve elected to make this custom an official part of our end-of-the-year roundup.

In the past, the honor of “best writer” has gone to such stellar talents as Kirk Hamilton, Kate Cox and L.B. Jeffries. These breakout names went from standing near the periphery of our reading of games writing to taking center stage in the critical discussion, and each year, they help raise the discourse to new heights.

This year, we are proud to name Brendan Keogh our Blogger of the Year.

Brendan, as should be evidenced by the inclusion of his book and many articles peppered throughout this roundup, has proven himself to be a prolific, evocative writer with a lot to say and the means to say it. We salute you, Brendan, and look forward to your future work.

Should Old Acquaintance Be Forgot

This year has been fruitful. Games writing has never been better with a higher quantity and quality of work than ever before. So much happened and came out this year beyond the messy confines of this round up that we could not hope to contain the whole zeitgeist. Going through the TWIVGBs of this year reminded me of so much has happened that some felt like it was different era. So much has changed and we at Critical Distance hope for a bright future as we march forward. A big thank you to all those who emailed us suggestions and to all my colleagues at Critical Distance.

Next weekend we are back to our usual routine. So please continue to send your suggestions for TWIVGB to our email or our twitter. From all of us here at Critical Distance, have yourselves a Happy New Year.

Episode 11 – The Talking Dead

December 28th, 2012 | Posted by Eric Swain in Critical Distance Confab: - (2 Comments)

And here it is. After much loss of sleep and sanity the 2012 end of year podcast has finally arrived. After last year’s hopefulness of things being better, on one front 2012 proved to be an even worse year than its predecessor. And on the other hand, proved to be one of the best years in gaming. Those of us willing to brave the recording hours tackled it all.

The first three parts deal with the events and controversies in the gaming community. The third one was a trigger warning for the entire thing. Then in the last four we talk games from Katawa Shoujo to Far Cry 3.

CAST

Eric Swain: The Game Critique

Kris Ligman: Dire Critic

Alan Williamson: Five out of Ten

Ian Miles Cheong: Gameranx

SHOW NOTES

38 Studios Downfall: The Gamasutra Report

Lost Humanity 18: A Table of Doritos

Game Theory

Why are we still so bad at talking about video games?

Killing is Harmless

Five out of Ten Magazine

Take This Project

Image Based Harassment and Visual Misogyny

#1 Reason Why

Part 1: Direct Download

Part 2: Direct Download

Part 3: Direct Download

Part 4: Direct Download

Part 5: Direct Download

Part 6: Direct Download

Part 7: Direct Download

Opening theme: ‘Close’ by The Alpha Conspiracy

Closing Theme: ‘Wishing Never’ by The Alpha Conspiracy

Now Accepting Submissions for TYIVGB 2012 Edition

December 16th, 2012 | Posted by Eric Swain in Announcement: - (0 Comments)

I’m getting around to this aspect of the process far later than I really wanted to. Like last year, we are opening submissions for our annual This Year In Videogame Blogging feature. We’ve had good success in the past and while I’m still trying to make this better, one of the things that went oh so right last year was asking for submissions from you, the readers.

Like last year, we are crowdsourcing posts in addition to our own due diligence. The rules and type of thing we are looking for in recommendations for the yearly round up are pretty much the same. The only real rules are the post or other form of gaming criticism must have a 2012 post date. That’s from January 1st to whenever you end up sending in your suggestion. And it must be of a very good quality to be considered one of the best or representative of the year. To help, here are so criteria to help understand what we are looking for.

1. Any piece of writing that just sticks out in your mind. Something that weeks, even months after it’s published stays with you and the culture as a whole just because they’re that influential or important. Pieces that get cited to this day. Examples from previous years include.

2. Any pieces that are an excellent example of a larger trends within the conversation from critical community surrounding the big games of the year. Last year the big, most talked-about games with extensive conversations around them were L.A. Noire, Portal 2, Deus Ex: Human Revolution, Bastion and Skyrim. This year we want example pieces highlighting the discussion that took place around the games of 2012.

3. Any example pieces from the important bloggers/sites that stood out this year. These are the pieces that highlight or are representative of the critics’ writing and work throughout the year. You can nominate your own work.

4. Any pieces of excellence pertaining to gaming culture that highlights a conversation from this year. Large compilation pieces are preferred or pieces that otherwise capture the scope and variety of the conversation.

5. Any pieces that, while they may not fall under the previous criteria, are simply a exceptional piece of beautiful writing.

These are just rough guidelines to what we are looking for. Please send all links to our email. Please no @ messages or DMs on Twitter or messages on Facebook. Take your time in looking through and send us any pieces that were your favorites this year. The deadline is Midnight, December 28th, Eastern Standard Time. I know it’s cutting it rather close and I apologize for that.

You can send as many emails with as many links as you want so if you forget something you can send another email with it included. Please include one or two lines about why you think the piece should be included. Nothing too long- we still have to go through everything. I must stress this point. Last year we received a few full essays explaining their selections.

Thank you for your time and hope you have a happy December. And of course, be sure to tune in on December 30th for the results of 2012′s This Year in Videogame Blogging!

November 25th

November 25th, 2012 | Posted by Eric Swain in This Week in Videogame Blogging: - (0 Comments)

I spent my week watching the Desert Bus for Hope 6 charity drive, which finished up this week. The Desert Bus crew managed to raise $442,204.15 over the course of 152 non-stop hours for Child’s Play. If there was ever a sign of goodness in the world, it’s the sight of so many people willingly making fools of themselves for over six straight days to help the quality of life of children in hospitals. May all involved have a restful weekend of recovery. If you missed the show, you can catch most of the highlights on their youtube channel and check out the event flickr page.

Onto This Week in Video Game Blogging.

A new blog came to my attention and in reading through Specs + Headphones’ archives I found these two pieces worthy of note from earlier in the year. First, an examination of the games design in Final Fantasy XIII. And second, a piece spotlighting the video games that explore the social impacts of technology and how they show it.

Now for this week’s business.

Helen Lewis of The New Statesman published a piece asking where all quality video game criticism was outside of the usual news/preview/review cycle of most mainstream gaming sites. To be fair her focus was looking for penetration into mainstream outlets on radio and television, but did so in a way that to anyone not acquainted with Critical-Distance or the critical culture in general (i.e. the majority of The New Statesman’s readership) it would seem like there was nothing there at all and they were missing nothing, reinforcing the mainstream status quo view of video games and those who play them.

Of course the internet lost its collective shit. Though we did much better than usual. Eerily relevant is this piece from Impossible Mansion by J. Chastain on a major hurdle in gaming for those that haven’t grown up with the medium and what it says about the people who put up with it. In addition, L. Rhodes of Culture Ramp wrote a subtle rebuke of her piece “Why are we still so bad at talking about video games?” stating, “Despite that lede, the author, one Helen Lewis, never answers the question, and never makes a very concerted pass at looking for why.” He was also nice enough to point out the great irony of the day.

This week might be the single greatest boon for long form game criticism I’ve seen since I’ve started doing this.

Brendan Keogh has finally released his book, Killing is Harmless: A Critical Reading of Spec Ops: The Line, for purchase. If you like criticism and want to see it properly supported and hopefully allow the medium to take one more step forward, buy it. It is available until December 21st for $2.99 and then on will be $4.99. If you want to pay more, Brendan says it would be more than appreciated. You can read an excerpt on Kotaku or check out the critical compilation we republished earlier this week.

Additionally, our own Alan Williamson has launched his own online quarterly magazine focusing on long form criticism, Five Out of Ten, this week as well. The inaugural issue features pieces from our own Kris Ligman, previously mentioned Brendan “does he ever sleep” Keogh, freelance critic Lana Polansky, Bill Coberly of Ontological Geek and Alan Williamson himself. It is available for purchase now.

At Unwinnable, Jill Scharr looks at Giant Sparrow’s PSN game The Unfinished Swan and they ways it defies conventions and perception by placing you in an all white world. At the same site Cara Ellison bears her heart out “To the Games I will Never Finish: A Love Letter.”

No. Videogames are a hazy cocoon in which I can work out where my passion and hurt comes from: as if in therapy, I wrap myself in remembering them. Videogames are something that I participate in, am active in. They are intrinsically part of my romantic life, my sex life – any life in which I have been around people or loved people or been upset with them. There is rarely a time when I have not associated the men that I have loved with their favourite game, or by the act of my playing a certain game when I am in love with them, or the act of lending a game, talking about a game, the game that in between sex you play together, like foreplay.

There has never been a time where I have not associated someone I loved with how they played a game. Relationships are life co-op.

To cry, to cry over a keyboard. That is a thing.

Patricia Hernandez appeared on RockPaperShotgun, to write about Fallout 2 in their Gaming Made Me series. It is a powerfully personal piece on how she grew disillusioned with the American dream and the game that was responsible for it. I would insert a quote, but I’d end up copy pasting the whole thing.

Over at Nightmare Mode a trio of articles caught our eye. First, Jordan Rivas calls the depiction of religion in games awful for both the non-religious and religious alike. Then Merritt Kopas talks about using games in the classroom to help the students understand the systems behind the oppression rather than anecdotal stories in film or books. And a rabbi, a rabbit and a robot walk into a bar in Jonas Kyratzes’ conversational discussion on stories in games.

At Medium Difficulty, Adam Maresca does “A Thoroughly Modern Reading of Revolution X” a game featuring Aerosmith from the SNES. Supposedly. Maybe. Moving on. Medium Difficulty also gave us “An Ode to Stanley & Esther” by Miguel Penabella. Due to the similar structures of The Stanley Parable and Dear Esther, I’m surprised nobody has written a piece of comparative criticism before.

Our David Carlton wrote a lengthy piece going point by point everything Dragon Age II does right with regards of stepping away from the RPG norm. He also has a piece on Super Hexagon where he compares learning the game to the similar struggle of learning to read.

Joseph Bernstein in his Black Ops 2 review at Kill Screen calls the game “An atrocity exhibition.” He tries to examine his feelings towards the game in the larger cultural contexts and why most won’t ever bother.

Meanwhile, Kyle Derkson at Push Select Magazine says, “If heroes actually exist, being one must be hell.”

Ben Milton writing for The Ontological Geek, asks “Are rules art?

Brendan Keogh continues his A Sum of Parts series on Binary Domain by looking at the gimmick that his the trust system and how integral to the game. Robert Rath concludes his look at Conflict Minerals in the gaming industry by explaining the progress and the setbacks.

Cameron Kunzelman writes “On Final Fantasy VIII” in twelve points on what it’s about and what it does. There are also lots of screenshots.

Mary Goodden at God is a Geek, wrote a character study of Francis “York” Morgan from Deadly Premonition and how the game connects to Lynch’s works Twin Peaks and Mulholland Drive.

Jordan Rivas has a post about Skyrim and Self Deception.

We, gamers, are perhaps the most skilled self deceivers on the planet. That in and of itself is not good or bad. We can only ascertain it’s value or danger as individuals, because it will vary from person to person. We have to measure the result by how we use this skill.

Leigh Alexander is at it again with a letter series, only this time with Quintin Smith on Gamasutra. They discuss Dyad.

Mattie Brice talks about the strange new iOS phenomenon Boyfriend Maker at The Border House.

Daniel Joseph has posted this video that, in his words, “addresses the political ramifications of the shift in production of videogames for oppositional froups known as ‘Counterpublics.’”

Edge has a piece on the opera level of Hitman: Blood Money that has some interesting class and performance implications.

And speaking of Hitman, remember that whole kerfuffle with the stripper nuns being killed in the Hitman: Absolution trailer several months ago. Well Carol Pinchesfsky of Forbes decided, now that the game is out, to interview an actual former stripper. If nothing else, it’s entertaining.

Thank you for reading. I hope all our American readers had a lovely Turkey Day. As always, please submit any links you find to our email or @ message our twitter account.

September 16th

September 16th, 2012 | Posted by Eric Swain in This Week in Videogame Blogging: - (1 Comments)

Searching…searching…searching…file found. Accessing…now initiating TWIVGB #172.

Begin. If you liked last week’s interview with our own Kris Ligman, L. Rhodes of Culture Ramp continues his series of interviews on the coming-of-age of video game journalism (also known as the Ludorenaissance) with Kill Screen founder Jamin Warren.

Initializing – Vander Caballero’s Papo y Yo

First up, Yannick LeJacq’s review of the game on Kill Screen looking at the nature of addiction explored in the game. Then at Medium Difficulty, Kyle Carpenter sees Papo y Yo not as a function of escapism, but a game about escapism. And finally Denis Farr, writing for Gameranx, takes a different approach and looks beyond the personal story to see it as a post-colonial narrative.

Export – Discussion of Violence

Having been asked for a quote in a Kotaku piece Robert Yang realized he wrote too much in response to their question. As a result he felt his position was not accurately represented, so he posted his full response to “Do you think shooters take themselves too seriously?

Marjorie Jenson at Unwinnable, find the lack of critical thinking towards violence rather than the violence itself keeping her and her students from becoming gamers.

My gamer-adjacent students could love games – even become gamers – if videogames taught them how to think critically about violence.

My students argue that excessive, realistic death and torture will desensitize gamers. While the link between desensitization and mimicry is tenuous at best, I do believe that media affects people. Well-crafted books, films and television shows change how people think and feel. The thoughts and feelings elicited by media alter how people treat one another.

Jeff Wheeldon writes about “The Myth of Redemptive Violence” at Push Select Magazine by looking at our need for heroes who solve their problems through violence, from the Babylonian creation myth to Christianity through modern video games.

Jordan Rivas explores growing up in a post-9/11 world and how the media embraced the narrative set by the politicians, in particular the Splinter Cell series. A stunning piece of New Games Journalism as he describes the connection the games had on his view of the real world of the war on terror.

Samuel Sattin, using a recent experience with a friend’s child and Uncharted 2, explores the possible necessity of violence in our make believe, saying:

I saw the glee in Charlie’s eyes that day.  He’d begun to detach himself from the discord surrounding him in his daily life, disappearing into a less concrete world. Sometimes I just worry that if children can’t decide on the boundaries between reality and fantasy for themselves once in a while, they’ll become convinced that dark urges are only fit for real life, where the realm of make-believe is rarely welcome. And that would be truly frightening in my opinion. A genuine cause for concern.

Then Jim Ralph invokes the Bard, at the Ontological Geek, in his description of a game he hasn’t yet played, but has read about (Spec Ops: The Line) and wonders if that isn’t the reaction that the developers wanted from their player base.

Finally, a Video Game Morality Play by Andrew Vanden Bossche in choose your own adventure style.

Trigger warnings in next section’s pieces for discussions of rape, sexism and harassment.

Marc Price calls the upcoming Feminist Frequency video series, “Anita Sarkessian’s Joan of Arc Moment.” Which may be a little myopic, but I fear is a bit too accurate.

Published in the Journal of Broadcasting & Electronic Media this week is Anastasia Salter & Bridget Blodgett’s piece entitled “Hypermasculinity & Dickwolves: The Contentious Role of Women in the New Gaming Public.” It is a retread of last year’s debacle with a good dose of academic analysis thrown in.

Trigger warning end.

1010011010

Kyle Carpenter looks into why Cards Against Humanity works.

Essentially, CAH offers “offensive play,” a chance to indulge in exposing those aspects of Western culture which have been made hidden, taboo, offensive – and, consequently, made funny – without fear of damage. To play Cards Against Humanity is to enter an instant community based on ridicule, where everyone involved has agreed to participate and everyone is in on the joke. In a sense, these are racist and sexist jokes with the benefit of a safe word, the agreement that nothing on the cards is meant seriously and that no-one will carry the game forward into their day-to-day lives.

Jackson W. Ryan calls “Malaria the Invisible Wall of Far Cry 2,” lamenting that Ubisoft made up a disease with a ready treatment rather than gone full on with malaria.

Chris of Scripted Sequences asks, “Is a Scary Game Scarier If You Don’t Know How to Play?” He says that lacking experience with WASD controls only serves to make a game like Amnesia: The Dark Decent even scarier.

Emily Payton explores her inner Lynch in looking at the dream like qualities of Deadly Premonition.

Input Satire

Michael “brainy gamer” Abbott skewers general complaints about service from gamers by entering the rhetoric into real life shops.

Error Error

Stu Horvath at Unwinnable has “Sympathy for the Universe” where he writes about giving life to fictional characters, avatars, Adam and God himself.

C:/Miscellaneous

Damien McFerran’s Crippled by Nostalgia: The Fraud of Retro Gaming. He asks if it’s the gameplay that makes hardcore gamers go back to vintage games or something else? Hint: He posits it might be something else.

Carol Borden’s The Plague of the White Knight. After playing Max Payne 3, Bioshock 2 and Halo 3 she is tired of the trope of the “White Knight Savior” and the “Save The Cheerleader, Save The World” goal of storytelling so prevalent in games.

Zolani Stewart’s An Exploration of “Whore of The Orient.” “Context is everything,” he begins as he goes on to weigh the good and bad of the title and surmises that it will fall to the final product. Here’s hoping.

Access – “And now for something completely different”

Saturday Morning Breakfast Cereal had a rather disturbing reading of Pac-Man this week. Saying, “It’s like Kafka wrote a Lovecraft story.” Visuals are included.

Initiate self-destruct. 5…4…

Please send any and all recommendations of links you have written or stumbled across to our Twitter or our email. Also, September isn’t over yet and there is still time to write for Blogs of the Round Table. Thank you for…

August 19th

August 19th, 2012 | Posted by Eric Swain in This Week in Videogame Blogging: - (0 Comments)

Welcome back. Kris is on break this weekend so I’m here to fill your TWIVGB needs in the meantime.

The Extra Credits crew finishes up a two-parter talking about mechanics as metaphor using the flash game Loneliness to weld to discussion together.

CNN has done a number of in-depth articles on several subjects with how games are intersecting with real life in interesting ways; from South Korea’s Pro Gaming/Game Addiction dichotomy to gamifying the prison system to great success.

This week the community blew up in response to Borderlands 2 lead developer calling a skill tree in his game ‘girlfriend mode.’ Our own Eric Swain says a few words on various aspects of the whole situation before creating a list of all the responses he could find.

That wasn’t the only controversy this week. EA recently launched their Medal of Honor Warfighter official website with links to weapons manufacturer sponsors where you can buy the real life counterparts to the weapons in game. Ryan Smith of Gameological brought attention to it. He ended his piece by saying,

I can’t say for certain whether or not my nephew would have brought a gun to school without the role of military video games, nor can I say if gun sales will increase because of Medal Of Honor: Warfighter. But if we want the vicarious thrills of violent video games to remain morally justifiable, we need to protect the fourth wall between the first-person shooter and real life. EA’s willingness to make a connection between a video game gun and an actual firearm is the strongest evidence yet that we’ve already let the wall crumble too much.

Violence in video game, particularly war games was a major theme this week. Patricia Hernandez criticized the current military themed games for contributing to the idea that endless war is normal. “War is routinized, war is a spectacle, war is sanitized, war is surveillance.”

Tadhg Kelly compares video games to porn and the lessons it can learn from it when bigger/better/faster/harder is no longer enough. Zoya writing for The Border House asks, “Should game developers avoid triggering players’ PTSD?

Meanwhile, Adam Maresca, at Medium Difficulty, talks about the real price of game violence and how we talk about them matters, “not because they dictate how is going to go on a rampage, but because they’re a part of a larger cultural mechanism which dictates how we view both military and private violence.”

Denis Farr on the same site turns his eye towards Christine Love’s Analogue: A Hate Story and the meaning of the experience by the game forcing your responses through a filter to match each AI’s world view.

Bit Creature had a pair of great posts this week. Drew Paryer’s piece on the game that only lets you play one time in the face of the end of the world, One Chance. And Richard Clark on Happy Street and what it has to say about happiness.

Skyler at Nightmare Mode wrote about the early DS game Contact and what is has to say about free will. Alan Williamson, meanwhile, bring up the topic of writing for free on the internet and how it devalues everyone else’s work.

At PopMatters, Jorge Albor talks about “The Extremes of Human Systems.” Looking at John Krakaer’s book Into Thin Air, Albor looks at how games fail to combine their human systems with their game ones. G. Christopher Williams talks about game difficulty in “The Pleasures of Playing in an Economy of Pain.” He explores the change in focus of games over the decades and why we would play difficult games.

Jim Ralph considers the same subject over at Ontological Geek.

Michael “brainygamer” Abbott asks, “Why we JRPG.”

Michael “sparky” Clarkson says you can’t lampshade camp, because camp has to be some part sincere.

Line Hollis writes on the characters of the Dragon Age series and how they are defined by the role they are given. No matter who their master is, their role remains the same. They cannot escape it.

Adrian Forest decides to write for his blog, Three Parts Theory, again on the changing nature of city space from above and from the ground and the transition between the two as exemplified in the Prototype games.

Jamie Dalzell at Pondering the Pixels blog, decided that ‘Journey is a Game About Fear.’

Rob Parker writes a personal account that ends up talking about Tribes: Ascension, but there is more to it.

And finally I’m closing out on something fun. Two somethings in fact. A short movie by Eran May-raz and Daniel Lazo on what our future looks like with the new “iPhone.” And some ukiyo-e woodblock prints of video game characters.

We accept links every week sent to our twitter account or via email. Don’t forget to submit.

July 15th

July 15th, 2012 | Posted by Eric Swain in This Week in Videogame Blogging: - (0 Comments)

Another week for us to present the best in game writing from around the web, another This Week In Video Game Blogging.

First, earlier this month we have the release of the 7th issue of Ctrl Alt Defeat magazine. Of particular interest is Brendan Keogh’s piece on video games as comfort foods and our own Kris Ligman’s essay on hording in Skyrim.

Fernando Cordeiro at Nightmare Mode describes the living reality of San Paulo, the crime and the collective mentality that leads to it. Along with that he describes the view Brazilians have of Americans culminating into his personal reaction to Max Payne 3 in “The Ugly Paulistano.”

The Extra Credits guys released two videos, last week and this week, examining Journey step by step as a prime example of the Hero’s Journey. Meanwhile, Bruno Dion wrote a reply on Medium Difficulty to Steven Poole’s argument that Journey messed up its own ending.

Charles Wheeler, the writer of The Rules on the Field blog, writes “QWOP and Simulation Design” in two parts.

Another two parter, this time by Rampant Coyote on “Advancing the Role of Role-Playing” in video games, what they’ve done and where they can go.

Now come some back and forths.

Tom Bissel wrote another excellent essay at Grantland, this time on the new Heart of Darkness adaptation, Spec Ops: The Line in 13 distinct thoughts. Not everyone was impressed, however, Gobi at Fuyoh sees something fundamentally off in they way Bissel critiques calling them rather fuzzy and full of surface level critiques behind the wonderfully constructed prose.

Stephen Totilo asked several designers and academics the question ‘what makes a good video game‘ on his search for his own answer. Eric Zimmerman, one of the people Totilo asked, wrote his own response to elaborate on his quotes.

By all accounts the Game Masters exhibit in Melbourne, Australia is a rousing success and Daniel Golding goes into detail in his review of it for Game On. Two weeks ago, Alois Wittwer went to a panel featuring Warren Specter at the exhibit and writes on his own feelings towards player agency in games and given player’s reaction to it that it might be all right to restrict players a little.

Ian Bogost hypothesizes that in light of the OUYA earning, as of me writing this, $4.77 milllion that Kickstarter may not be an investment or pre-order, but just another form of entertainment.

Speaking of Bogost, Zynga. Matt Carey looks at Zynga’s slot machine game as a sort of metaphor for the company’s products as a whole and that investors are starting to get wise to game design.

Chris Batemen at ihobo writes about “The Thin Play of Dear Esther” and contextualizes some of the absurdity in determining whether or not it is a game because none of these objections helps to understand the play of Dear Esther.

Robert Yang looks at various heist games in honor of him recently attending BLDGBLOG/ Studio-X event on bank design. He takes it to the next level of “How does it affect the way we design video games and levels about heists. How should be we abstract the heist?

Jonas Kyratzes reflects on his early decision of what name to release his games under at a time when indie wasn’t a word and he could be argued to be the one who coined the term. It is about creating a persona to present as much as it is about creating games.

Jim Ralph at Ontological Geek explores the grammar of video games and how much of it is in the present tense and uses Dark Souls to highlight how it takes advantage of this.

David Auerbach at N+1 wrote “The Stupidity of Computers” as they try to parse out our language to help us find information and how we in the end bring ourselves down to the machine’s level to get what we want. Beware: this is really long.

Walter Garrett Mitchell writes “Alfred Hitchock Would Make Great Games” for the Escapist looking at auteur theory and thankfully as some of the misconceptions people have in what it means and applying it.

Speaking of auteur, the Eurogamer has a look at Chris Crawford and the hard times he’s had ever since his infamous Dragon Speech in ’92 that signified him leaving the industry.

Simon Ferrari has finally put up new content on his blog, this time in the form of a new podcast “The Review” (which apparently wasn’t a name being used by anyone) with himself and Charles Pratt talking about a single game.  The inaugural episode is them talking about Spelunky.

And finally, for Unwinnable, Jenn Frank’s “I was a Teenage Sexist.” Read it.

Don’t forget every week we take submissions via email here and on twitter here. I’m out.

June 10th

June 10th, 2012 | Posted by Eric Swain in This Week in Videogame Blogging: - (2 Comments)

Step right up, step right up! Solid Selling Swain here to show you the deal of a lifetime! You are not going to find any wares better than what you see here. I have testimonials a mile long that you’ll find none better. For it is This Week In Video Game Blogging.

But before I get to show you the new goods, I have heard the complaints and I am here to tell you about the recall from the manufacturer. Kill Screen has issued an apology for the lack of forethought that went into the previous week’s piece by Michael Thomsen on the Hitman trailer.

And for those still a little wary, let’s get all the bad news out of the way up front: Chris Hornbostle of the Quarter to Three has published a full explanation of ‘What happened to 38 Studios.‘ Good? Good.

Now– Onto those great alchemists, Dylan Holmes and Tom Auxier of the Nightmare Mode, who have done it again with two new scrolls to help you understand your way through the troubled art of business and the serious business of art, first by showing you how the greatest FPS of this generation failed to find an audience and then how surrogate ruins the otherwise grand Diablo 3.

Ah, no no. You want something more substantial, something more meaningful, something more political? You are in luck, madam! Thanks to a shipping error I have an abundance of just such a thing from Medium Difficulty. I have a Kyle Carpenter unpacking of the polemics of Tentacle Bento and examining all of the unsaid assumptions of such a thing. Also, a certain Megan Townsend bit on where Harvest Moon goes wrong with female representation. But far more bombastic is this Adam Maresca piece on the violence on display at E3. You might call it a trip into the heart of darkness. He certainly does.

No, wait come back. I have more. So if that doesn’t interest you. Something fresh perhaps. The Ontological Geek has a new site and they have christened there new abode with two new spectacular works just this very week. Bill Coberly on the probably (read definitely) deserved nostalgia of Baldur’s Gate the first and Hannah DuVoix’s dive into the player’s relation with the various PCs in games.

I see you sirs and madams are coming around to this old barker. Then perhaps something a might more mainstream to further slake your eyes. A duo of Kotaku pieces may perhaps: Kate Cox’s “E3 Makes Me Really Appreciate the PAX Ban on Booths Babes” and Patricia Hernandez’s “Committing Genocide in Pokemon Helps Me Shape Who I Am.” I believe the origin of such vintages speak for themselves.

And let us not forget the ever faithful, ever constant producer that is PopMatters. For you consumers your weekly haul included G. Christopher Williams talking about ‘Alan Wake’s Women‘ from the newest installment of that franchise and Nick Dinicola closely examining the superior writing of Max Payne 3, by looking at what is largely missing from the dialogue.

Writing for Gamasutra, editor Kris Graft gives up on writing an E3 puff piece and focuses on a single theme, the disillusionment with the AAA video game industry.

Meanwhile, Julian “rabbit” Murdoch wrote for Gamers with Jobs about his experience with the ultra fun game of Johann Sebastian Joust. Finally, a great use for those Move controllers.

I jest, I jest. (*cough*)

Now, I know to all you fine customers out there that this may seem a little tiny itsy bitsy bit like nepotism and that’s because it is, but NEVERTHELESS is what I present to you a supreme work by our very own Kris Ligman. My lady, do take a bow. It is a piece about game maps and game territory as formed by the environment and how it is shaped and enriched by other players.

And over here, I have the esoteric, the cerebral, the theory analysis. Charles Wheeler knows The Rules on the Field as he does an East/West comparative analysis of the game show Ninja Warrior. In addition, Alex Curelea explains, scientifically, why Diablo 3 is less addictive than Diablo 2. But, wait there’s more. Get both of those and I’ll throw in Eric Schwarz’s Critical Missive piece on the attempts to fix currency in games.

Yes, good sir or madam. I see you’ve been eyeing this little bauble. That is a very rare Darius Kazemi write up. You must have a poet’s heart within you to seek it out. For it chronicles the strange journey he had undergone with his magical Metaphor-a-Minute.

And let us not forget the every popular criticism of criticism. The Leveling Criticism of Craig Bamford is about a certain Gamespot interview on the new upcoming Medal of Honor game. The developer wanted it both ways, it’s art and just a game. Mr. Bamford calls this out.

And let us not forget my most exotic ware. I traveled beyond the horizon, you might say I had Gone to Strange Country just to bring back this piece, by the man known as Andre Lavigne. He writes about how the level design contributed to the racism and botching of the anti-colonial sentiment of Resident Evil 5. Be careful you read this once in only a thrice quarter green moon.

But of course I save the showstopper for last. The most easily digestible. Extra Credits is back on their A game by looking at the concept of Hard Boiled in video games and it often goes so wrong.

Thank you ladies and gentlemen for your time and patience. I know something from my wares must of caught each and every one of your eyes. I accept all links, payable to our email or by our twitter. The lovely Kris or Ben will take your orders and…What’s that officer? Yes. Yes, of course I have a peddler’s license. I am a legitimate businessman. No I don’t have it on me, I’m in the middle of a shtick. No I will not come with you I have business…g-g-get your hands off of me. Run for it guys, the jig is up!

(Hope you all had a lovely E3.)

February 5th

February 5th, 2012 | Posted by Eric Swain in This Week in Videogame Blogging: - (0 Comments)

I can’t think of a clever intro. It’s This Week In Video Game Blogging.

The recently released Katawa Shoujo has garnered a lot of attention for how it came into existence and for it being a quality experience, something no one could have seen coming. Our own Kris Ligman says that Katawa Shoujo could be accused of many things, but cynicism is not one of them. And given where it came from, that is something. Know Your Meme, meanwhile, is heading off comments about the people saying “I’ll never meet a girl like that” countering with “You’re doing it wrong.”

Michael Peterson at Project Ballad writes extensively on Persona 3 and how the game presents the concept of free will.

Richard Clark writes a response at Christ and Pop Culture about one person’s reaction to Settlers of Catan who said the game is “fundamentally antithetical to Christian vision and existence.” Clark responds: “Perhaps the #1 rule of approaching a game rightly is as follows: take it seriously, but keep your perspective.”

Lana Polansky writes a review of Oíche Mhaith for KillScreen - it’s an indie game about a girl in an abusive home, and how it conveys the utter destruction of a little girl.

Matthew Schanuel, the Ontological Geek, examines Deus Ex: Human Revolution from the perspective of its mythic roots, borrowing from both the story of Icarus and Genesis.

Matthew Armstrong at The Misanthropic Gamer has just finished Castlevania: Lords of Shadow. He writes about how the game has granted him “a new appreciation for Castlevania‘s current state of affairs in today’s gaming landscape.” He thinks the fact it does not stick to formula should not be held against it.

Petros of Sparta at A Blog of Random Things, writes “What I would have changed: Twilight Princess.” Going over what was fundamentally off about the game and how it could have been great and innovative instead of the stagnant entry of the series.

Eric Schwarz of the Critical Missive blog is back again, this time writing about Rage and multiple design missteps it takes.

Rowan Kaiser in his weekly Joystiq column on role-playing games turns his eye to the two most recent Fallout entries, comparing the different rhythms to the quest structures in Fallout 3 and Fallout: New Vegas. The former is based on free form explorations whereas the latter was more stringent in its hub based structure. Meanwhile, at Insult Swordfighting, Mitch Krpata types out a series of “Rejected Endings to Fallout: New Vegas.”

Guest Blogger Apple Cider Mage posts “Let’s get rid of ‘slut plate’ forever” at The Border House. It isn’t about the skimpy armor of World or Warcraft, but the term itself.

Speaking of World of Warcraft, John Brindle of the Brindle Brothers talks about the moral psychopathy that Blizzard has continually displayed. They know they have a moral obligation to their community, but don’t seem quite capable or knowledgeable on how to execute their intentions.

From one company to another, Benjamin Jackson writes a piece entitled “The Zynga Abyss” for the Atlantic about games that treat players like rats in the Skinner Box, requiring little creativity. In a similar vein we have Jamin Warren at KillScreen focusing on Zynga’s practice of cloning games and the multiple factors that allow people to get away with it. Finally, Ian Bogost weighs in at Gamasutra comparing the Tiny Tower/Dream Tower cloning scandal to the myth of Bellerophon and Pegasus. Unpacking that essay could require an essay itself.

Shifting away from the specific toward more overarching themes, we have Pippin Barr giving a talk on what games are, how the boundaries are limiting and thankfully how they are now being pushed against. For some reason though, the video goes dark 17 minutes in.

At The Wall Street Journal, Conor Dougherty published a piece on the way some players are changing the way they experience games with pacifist runs. And Eric Lockaby talks about how critics and gamers are “Pretentious as Shit” when it comes to their snootiness towards difficulty and accessibility in games. Though I agree with the sentiment, I think ‘pretentious’ is the wrong word. Replace each instance with ‘jackass’ and it’s much more on the mark.

Joel Jordon from The Game Manifesto believes games are like music. He extols the inherent rhythm to a game’s actions, and sees similar qualities present in games from Dance Dance Revolution to Resident Evil 4 and Rayman Origins.

Alan Williamson of the SplitScreen blog looks at a quick history of cheating in games from the early cheatcode to modern hacking, to the publishers cheating gamers out of legitimately purchased content. To quote Williamson: “It’s hard for the modern gamer to be a cheater, but easy for them to feel cheated.

On a similar subject, John Walker at Rock Paper Shotgun muses on the question of “Do we own our Steam games?” and discusses the issues around digital ownership that have yet to legally be answered.

We end with a few more responses to Raph Koster’s post “Narrative is not a mechanic“: Chuck Jordan questions whether Koster’s assertions are based in the fundamentals of what narrative and games are, or merely how it’s been done so far. And Mattie Brice in her PopMatters column outright contradicts him saying “Narrative Is a Game Mechanic.”

Witty closing remark. Hyperlinks to email and Twitter for submissions. Warm farewell!