Friday, July 15, 2016

Crit Links 15/7


The Unbearable Now: An Interpretation of The Witness

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Nintendoomed 2: Pokemon GO's Jaunty View

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The Power of Incentives - How Games Help Us Examine Our World - Extra Credits

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The Legend of Zelda: Link's Awakening's dungeon design | Boss Keys

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Wind Waker: The BEST Zelda Sequel? - Really Freakin' Clever

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What Old Games Got Right: Donkey Kong Country!

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At times, Everybody’s Gone to the Rapture feels very grounded. Despite it being a story about a supernatural visitor that causes the population of a small English town to inexplicably vanish, the world and its inhabitants often feel authentic. However, due to the way that you interact with and learn about the world, this feeling of “being there” is inconsistent. Everybody’s Gone to the Rapture is a story about humanity, but the tools that you use to understand the story are unfortunately alienating.
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It’s fine to make a deliberately paced game, but Everybody’s Gone to the Rapture makes even the simple act of entering and exiting a house a tedious chore. It’s really hard to overstate how slow the movement is. One could argue this is meant to enforce a reflective, observant approach to the game. In some respects this is true, but it also inspires resentment.
Missing a key story piece and facing the prospect of a long journey backtracking (and potentially getting lost) is demoralizing. After a certain point, seeing a mysterious item in the environment no longer raises the question of “What is that?” but rather “Is that potential clue worth the time it will take to walk over there?”  The fact that sometimes a mystery is just a trick of the light (rather than the quasi-defined light being itself) means that the slow speed actually hastened my pace to finish the game.
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Because of your speed, you have plenty of time to reflect on the many contrivances needed for an interactive sci-fi story/religious parable. Why can’t I hop over waist-high fences? It sure is convenient that some of these doors are locked while others aren’t. How is this place littered with identical radios that all play a pre-recorded message on demand? Why can I only see the ghostly apparitions of some people and why aren’t these people more angry about their impending deaths?
Suddenly everything feels overly produced. You’re not person in a village. You’re a human-sized viewfinder navigating around a meticulously constructed set on which you mustn’t run.
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What starts off feeling like an intimately human environment becomes a stifling set piece. Instead of relishing your presence in environment, you resent it and ultimately detach yourself from it. 

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Everything else about the game actively works to hinder your consumption of the story; an insane design decision considering that the story is literally the main selling point for this type of game.
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The town of Shropshire is large, and it’s easy to get lost among the houses
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The open world design also works against the story. Memories are spread far and wide, so it’s easy to miss things. There’s no map of the town, so it’s easy to lose your sense of direction; Shropshire is no predictable grid town, it’s curved and wide and there’s no clear sense of a “forward” direction. The floating orb is meant to mitigate this, but there are dozens are memories off the proverbial beaten path that you’ll miss if you just follow the orb.

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A sense of powerlessness runs throughout Everybody’s Gone to the Rapture. Taking place after all of humanity has died out, and after anything can be done about it, the game places the player in an ambiguous role: she is an observer and a wanderer, but she is not a character in any story the game is telling, and rather than creating her own, she has a story told to her, one whose outcome she cannot affect or alter.  
/.../If, like most games, the default movement setting was a jogging pace, with the ability to either slow down or speed up, Rapture would become a very different experience. Suddenly, the world would feel more open, more navigable; somewhere the player could roam free rather than stalk carefully.  
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The player can shake door handles, rattle gates, knock over and over again but there is nothing to be done, nobody will respond, and there are many places the game simply doesn’t allow the player to go. The act of knocking on doors or rattling their handles is one of the few ways Rapture allows the player to interact with its world, yet remarkably this act is one that ends in failure every time.
/.../These physical boundaries that the game imposes all add to the sense of powerlessness felt; despite the world having ended, it is not yours, and you are not there to profit from disaster.
 /.../The inability to interact with these items doesn’t take away from any sense of realism in the game, it simply adds to the ways in which the player is rendered powerless.
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The representation of the characters in the game is closely tied to the narrative they are involved in. So often, progress in videogames comes down to what the body is capable of; as the game goes on, more and more extreme physical feats are necessary to progress. Yet in Rapture, the only progression comes in the form of narrative progression, something that happens by reaching the end of a character’s story, which, every time, involves witnessing the final moments of their life. In other words, progression in the game actually involves the body failing, as opposed to triumphing; narrative progression comes at the cost of human lives, of the body falling powerless. Death in Rapture happens over and over again, and every time the body fails, and every time the player is powerless to intervene.

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Six Games that Celebrate Grace

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At first glance, it looks like an ordinary adventure game: here are some puzzles, here are some pieces, get to work putting it all together. But the more you play it, the more you realize just how much the game questions adventure game form.
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Future Vision. When Max first receives this power, it’s easy to think the writers are using his Future Vision to provide a narrative justification for the game’s hint system. But after making your way through a few of the game’s puzzles, you learn that it’s actually both a vital tool for solving puzzles and the site where Sam & Max dismantles the very process of solving puzzles in the first place. Usually when we talk about puzzles in video games (adventure games especially), we discuss them as a linear chain of cause and effect: you see a problem, you piece together bits of information you’ve gathered, and one revelatory moment later, you’ve solved the puzzled and you can move onto the next. In fact, researchers at UC Santa Cruz have identified this process as “the eurekon design pattern”, describing it as vital to understanding adventure games. With Future Vision at play, though, this cause/effect understanding no longer applies as neatly as we want it to. Predictions can be defied, and characters can act on information they received from future predictions. Sometimes, the act of gathering information is all you need to complete a puzzle.

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Most RPGs have NPC traffic. Gothic had a society.

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Stop calling Eastern European videogames pessimistic

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How the history of Japan's post-war peace movements can help us understand Kojima's older games-- and maybe Death Stranding, too.
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This Kojima aesthetic -- fusing Anime tropes, real-world events, American action films, and Japanese anti-nuclear rhetoric -- creates a world where Kojima can tell an anti-war story while still indulging Hollywood war fantasies. Despite his obvious love for military hardware and action scenes, MGS retains its anti-war, anti-nuke message because it happens in an absurd fantasy world unmoored from realism. No one in their right mind would join the military because of a Metal Gear Solid game, because we know real militaries don’t have walking tanks and psychic soldiers. Kojima gets to play with the same toys as Call of Duty, yet avoids the worry that he’s glorifying military action by depicting it.

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Fatherhood isn't an accessory, or an upgradeable character trait, or a snap-on mark of maturity or earnestness, as so many of this year's other games would have it be. It's an overwhelming source of agony and purpose that - yes, I am saying - is a bit like owning a vast and feathered cat.