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Amnesia

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January 9th

…model a complex economic system of globalized production and consumption across borders. Civilization’s are neatly confined and controlled. Poverty and inequality are not an issue, and class holds no explanatory relevance for historical processes or civilizational growth.

Albor also wrote for Pop Matters about ‘The Topography of Fear’ in Amnesia: The Dark Descent.

Darshana Jayemanne got in touch this week to let us know about something he’d written a while back in the Overland literary journal looking at videogame culture. It’s a piece titled ‘The Resident of Evil Creek’ and it starts a bit like this:

January 30th

…series takes on “Amnesia and Story Structure” talking mostly about three-act structure.

At Groping the Elephant, Justin Keverne returns to his long running series of map-analysis meets walkthrough ‘Groping the Map’. In this, the fourth instalment looking at the tenth level from Thief 2, Keverne uses his intimate knowledge of the game to tell us things like this:

What’s not visible from this rooftop is the doorway behind the servant, and the guard waiting in the room beyond. Exploration will provide an alternate means of entry into that very room, and this one encounter is an example

May 29th

…important: this is Sport. Each kill is a way of measuring how big the big man really is and satisfies his own perverse amusement alone.

Thanks to reader Jeroen for sending this next piece in: The Amnesia: The Dark Descent developers Frictional Entertainment have a lengthy post up on their blog about ‘Finding Videogame’s True Voice’. It hits similar notes to Clint Hocking’s GDC 2011 talk about games creating meaning through dynamics.

Steven Totilo at Kotaku profiles the virtual world… personality… Jon Jacobs, and in particular his curious desire to immortalise his late wife in virtual reality:

September 16th

…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…

November 11th

…Future, Tom Stafford suggests that Tetris is addicting because it taps into our human impulse to “tidy up.” Meanwhile, writing for io9, Esther Inglis-Arkell explores how Tetris seeps into the minds of patients suffering from anterograde amnesia.

The Art of Play

Culture Ramp’s Luke Rhodes is back with an eloquent essay on the game and ‘way’ of Go:

The game itself is not an art, but a well-played match becomes a work of participatory art. We see that sentiment dimly reflected in the Western concern with sportsmanship; likewise in our preoccupation with cheating. The bombastic and

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January 6th

…gaming with Journey.

Communicating the passion, the beauty; the romance of games to non-gamers is a task that can oftentimes seem impossible. How do you explain the draw of sneaking down a corridor, slowly losing your sanity, in Amnesia? What’s so appealing about repeatedly dying and becoming frustrated with Dark Souls? Why bother to learn new and confusing button configurations to play Uncharted, when you could just pop Indiana Jones into the DVD player? How do you explain to someone why it’s fun to massacre wave upon wave of seemingly helpless bad guys?

Elsewhere on the…

April 14th

…of auteur theory. Elsewhere on Terminally Incoherent, Luke Maciak walks us through the first in a series of thorough dissections of BSI’s art direction.

On critical mainstay Brainy Gamer, Michael Abbott deems the game the beginning of the end for the FPS genre. Meanwhile, Amnesia developer Thomas Grip praises the game for what it attempted to do but concludes “it feels like an attempt to tell a serious story through a theme park ride.”

On Gamasutra, Andreas Ahlborn delivers an exceptional analysis of BioShock Infinite as musical composition. Posting on his personal site, Kevin Wong views the game’s…

September 22nd

…contends the game invokes horror tropes only to leave the player with little to no ambiguity.

On the same publication (and also German-only for the moment, sadly), Rainer Sigl argues that Amnesia: A Machine for Pigs does the exact opposite, being ripe for multiple interpretations. Here’s a translation of one passage:

[Usually in horror-mysteries] puzzles are provided by rational spirits – once we solve them, the nightmare is over. The solution is our salvation.

A Machine for Pigs breaks with this tacit agreement… There is no solution. There is no salvation. As a result, A Machine for…

Abstract image evoking bird silhouette

September 30th

…in the wall. He recently translated a message from Rainer Sigil, about the recent horrors of Amnesia – A Machine for Pigs:

Instead, it presents primarily an aesthetic experience, atmospheric horror, living on the moment of fear and, beyond that, dreadful suspicions. Its rationality is faked time and again – just like the fragments of Dear Esther don’t amount to a full story, A Machine for Pigs offers no conclusive whole. Why and how should it, when its themes are taken from a century of mass murder and ideologies of genocide?

Troubling words.

Joe also…

December 8th

…from sublime games to terrible ones, Cameron Kunzelman plays Legendary. Legendary is not a good game. Well, I’ve not played it – just taking Cameron’s word for it.

Back to nice things, Indie Statik interview Jessica Curry, the composer behind Dear Esther and Amnesia: A Machine for Pigs. Meanwhile, Scott Nichols’ Beautiful Machinery is a new biweekly column, debuting with a look at Zelda: A Link Between Worlds.

And finally, Play the Past discuss the ‘ubiculturality’ of Assassin’s Creed as part of an ongoing series about Ubisoft’s third-person stabber.

Kritische Distanz

The following comes courtesy of…