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Spec Ops

October 7th

…the universe drop down around you like a shroud.

But we shouldn’t let that cloud our entire week, as devastatingly depressing as it is.

I don’t have a good transition here.

Anjin Anhut’s “A Man Chooses A Slave Obeys” is a brilliant close reading of Bioshock and critical-favorite Spec Ops: The Line. Anhut focuses in tightly on what it means to perform an action in a game, and comes to the conclusion that maybe we do actually need to turn the machine off sometimes (also, the graphic design in that article is stunning. Go look.) Anhut starts…

October 14th

…Steven Sukkau raises the interesting hypothesis that Halo-based machinima franchise Red vs Blue is the modern inheritor of Clerks.

Let’s telescope outwards a bit, shall we, from first-person to third-person. Kim of Co-Op Critics has been revisiting Silent Hill 2 and The Dark Tower alongside her play of Spec Ops: The Line and has some interesting reflections on how the three connect. And going well beyond game genre into the spanning world of global politics, Robert Rath explains how a global economy interconnected with Chinese censorship standards actually feeds into North Korean propaganda with fear-mongering titles like Homefront and…

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November 18th

…back this week with an interview with Brendan Keogh, specifically about his upcoming ebook on Spec Ops: The Line, Killing is Harmless.

And a bit of signal boosting for the road: James Week reached out to us over email about his current Indiegogo crowdfunding project Pwned!, “A feature-length screwball comedy for the internet age of which 100% of proceeds go to charity.” It has a ways to go on its (admittedly ambitious) funding target but if you’re interested, I’d very much encourage you to check it out!

Thanks for joining us, dear reader. As always we greatly appreciate…

December 9th

…in her own blog in an effort to hone in on what it is exactly that games do to their players:

Spec Ops didn’t do anything to me. It’s a game. I’ve never believed that video games make people violent, nor do I think that shooters ‘train’ people to kill.

It made me pay attention a little more, yes, and it gave Jace and me plenty of late-night conversation, where we realized that we were both seeing a commentary on the nature of military-themed games, shooters, and on the nature of good and evil, especially on

January 20th

…bullets and ray-guns.

SOME OF MY BEST FRIENDS ARE VIDEOGAMES

On Nightmare Mode, Mattie Brice writes about how many AAA games, for instance Spec Ops: The Line, seem a world away from the kinds of violence she faces every day.

Posting on his home site, indie developer Jonas Kyratzes writes a lengthy critique of his interpretation of Brice’s article, on the value of war narratives in games and a kind of criticism not based in identity politics.

On his Electron Dance, Joel Goodwin also remarks on what he terms “confessional writing,” or journalism and criticism…

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January Roundup

…challenge can also rely on the affective state of the player, such as in horror games or the ‘psychological shooter’ Spec Ops: The Line. Some of the difficulty in Mass Effect comes from the torture of choice (or “die Qual der Wahl” as I heard it in high school), even when the consequences of choice are obvious.

Mark Filipowich sees difficulty as a glue that holds narratives together, whether it’s Luke piloting an X-Wing down the Death Star trench or Link snagging Ganon in the groin with a hookshot. Winning does feel good, and beating a hard challenge feels…

April 14th

It’s time to pay our dues. Pull up a chair, dig out last year’s receipts, and bust out the reading glasses. It’s This Week in Videogame Blogging!

SHOOTY McGUNPANTS

At Unwinnable, Brendan Keogh sits down with the Konrad to his Walker and has a long conversation with Walt Williams, lead writer of Spec Ops: The Line. Over on Rock, Paper, Shotgun, Nathan Grayson puts the finishing touches on a three part series of interviews with Walt Williams and Far Cry 3 lead writer Jeffrey Yohalem.

SIMCITY BLUES

You might recall when Mike Rose modeled

May 5th

…out some basic information while pleading for a move to critical and specific history. More contemporary: read the story of Jager and how they came to develop Spec Ops: The Line. At Eurogamer, Craig Owens delves into a forum community obsessed with doing design archaeology of Shadow of the Colossus. Finally, Joel Cuthbertson tells it like it is: “The Boston Bombings Are Not A Meme.”

Video Games Are Serious Business

Chris Bateman posted about the problem of “fiction denial” in games. Steve Wilcox interviewed Jesper Juul for First Person Scholar.

Design Time

Over at Unwinnable, George…

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August 25th

…this past week: on the foolishness of being loyal to corporations, especially your employers.

Design Notes

Xander Kish writes about Kane and Lynch 2 as an anti-shooter and a forerunner of Spec Ops: The Line.

Videogame narratives rely too much on the Christ archetype for their protagonists, Richard Clark writes on Christ and Pop Culture. He offers one possible solution to this problem.

Following on this deep analysis of the first Mother on Nightmare Mode, Goblet Grotto co-developer Kat Chastain lays out an excellent thematic reading of Mother 2 (Earthbound) and Mother 3.

On PopMatters,…

August-September Roundup

…shooters are essentially linear roller coasters, it’s difficult to convey the feeling of unpredictable attack that comes with real-world terrorism. Although perhaps he is looking in the wrong place – XCOM: Enemy Unknown does a great job of this, albeit in a different genre.

Desmand King from Plus 10 Damage takes a look at Spec Ops: The Line and Year Walk (spoilers for both). There has been a lot written about The Line, but it’s still one of the standout games of 2012 – I was thinking about it last week while watching Apocalypse Now. It falls into the…