Showing posts with label sexism. Show all posts
Showing posts with label sexism. Show all posts

Saturday, October 3, 2015

3/10 (MGS5 and Killscreen)

§METAL GEAR SOLID
Metal Gear Solid V: Dissociative Disorder (Story analysis + Review)

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Metal Gear Solid V is a stellar game, with top-notch stealth action and a malleable world that leads to all sorts of memorable moments. Too bad the ending is such a mess.

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Rumors have suggested that Konami was unhappy with how much money Hideo Kojima spent on his most recent epic, which might explain why one of Metal Gear Solid V’s most pivotal story missions isn’t actually in the game.

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The Thing with Metal Gear Solid V

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The big secret that we’d all feel embarrassed for doubting was that Quiet’s in a bikini
because if she covers her skin she’ll die. Because of … some cruel … nano-science. Skin parasites! “Let’s design a babe who literally CAN NOT wear the usually expected amount of clothing involved in desert warfare!” Okay! Let’s make her really normally pretty! The verbalised narrative will be like “she’s hurt” and the visual narrative will be like “she’s coming to fuck you” and the combined narrative will be philosophy of violence? Remember when we did this with the supermodel war orphans and it was totally deep?? Fuckin’, brilliant, like I will drink to THAT my man.

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I didn’t expect to voluntarily bleed so much for my enemies in Metal Gear Solid V: The Phantom Pain. Nor did I expect the game to encourage a self-sacrificial approach
when so much of the promotional trailers talked about Snake’s descent into villainy.
/.../
I’ve always wanted to play a game that let me love my enemies as Jesus might. MGSV becomes this enemy-converting power fantasy where I get to preserve the lives of my enemies, offer them a job, and promise to fight for them when they come under attack.

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The Phantom Pain and the Best Tutorial Ever Made
It knows tutorials are often drab affairs, so it takes you by the hand while leading you into one of the craziest introductions that I have ever seen.




§FROM KILLSCREEN
But to talk about Kafka is to talk about fables. The Trial is an allegory for the impersonal and arcane law; The Metamorphosis is an almost unaccountable fable for, perhaps, the life of the writer or the way in which our family lives fall apart. Corpse of Discovery works as a fable for a life spent at work, for the way in which the alien and unfamiliar fall into tedium, or for our own lonely approach to death.

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Yet very few games are about memory in any meaningful sense and, from this perspective. Rememoried is a welcome attempt at filling this curious lacuna.

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In fact, as Offworld points out, the gallery show that Anna gave in New York, before being hit by the car, included an installation called "empathy game." It consisted of a pedometer and a pair of Anna's old boots. The challenge was to walk a literal mile in Anna's boots in order to score a point. Writing about it, Anna described it as a reaction to empathy games, "especially how privileged folks will use them as a kind of shortcut to allyship, using a game like dys4ia as a substitute for truly educating themselves on issues surrounding trans women's lives and how to support them."

The point of the installation was that you could walk a mile in Anna's shoes and not learn anything about her experiences or how to actually help her or other trans women. The same goes for other personal games. And, as you learn by the end of Ohmygod Are You Alright?, despite the widespread championing dys4ia has received, it hasn't helped much with Anna's financial problems, nor her sense of loneliness and failure. She has reached many with her games but it seems not many have reached back.

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For a game about the way a computer approaches chess, Best Chess really is all about pandering to and toying with the irrational needs of humans.

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This idea of games avoiding familiar narrative structures has been a central focus of Erin’s work as a game developer.

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Stasis is full of trembling ghosts, people who struggled to connect with others in life and ultimately embraced the solitude of death. John’s story is just an instantiation of this motif, and by no means the most compelling one in the game. If you were to play through Stasis without stopping to take in all the optional content, you would experience an aesthetically appealing, linear, cliche-ridden adventure -- you would feel cold and alone. But by placing your adventure in the context of all the other tragedies aboard the Groomlake, a kind of familial intimacy develops. It speaks to why we subject ourselves to known horror in the first place: confronting death has the ability to bind us together. It is the thing we all have in common.

Thursday, March 19, 2015

19/3

§SPECIFIC GAME GAME CRITICISM
Unrest has a point to make. The game takes place in a kingdom that is suffering drought, and food has become scarce. You play as several individuals in the kingdom, from peasants to diplomats to commanders and queens. The point of the game is: individual actions can not change the course of systematic problems./.../
The consequences are simpler, and so the decisions are guided more by what “feels right” instead of what is “correct”. By choosing what “feels right”, you are more in tune with the character you are playing, and as such the consequences have more personal meanings rather than systematic ones.
http://therealicepotato.tumblr.com/post/106568454544/unrest
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Jazzpunk feels different than Schafer’s games. It isn’t a game that solely tells jokes in cutscenes and through dialogue. It more often involves the player in the jokes and depends on the player to complete actions necessary to complete those jokes. It is a comedy that hinges on the fact that games are more interactive than other media. The comedy becomes a collaborative act between the game and its player.
/.../
In Jazzpunk, we don’t laugh at the clown, so much as we laugh at our own clowning around.http://www.popmatters.com/post/189726-jazzpunk-a-collaborative-jack-in-the-box-comedy/

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Interestingly, the lamp on the cabinet begins the game turned off. This seems contrary to the received wisdom of level design: use light to guide the player. In this case, having the light begin lit would draw the your eye and encourage you to interact with the cabinet. With this guidance specifically absent, you are more likely to fumble around, unsure what to do. However, this “fumbling” serves a didactic purpose. http://ludusnovus.net/2015/03/10/the-first-cabinet-in-gone-home-a-close-reading/

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There’s a pervasive idea that procedural storytelling and arts are somehow less “authored” than linear narrative, which is bullshit. I love Transistor because it skewers this idea mechanically and thematically, and while many games ask us to question what we consume (a la Spec Ops: The Line), Transistor asks us to question what we make.

http://clairehosking.tumblr.com/post/94313334088/city-beautiful

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The Bestest Best Being Pleasantly Lost Of 2014: Bernband
http://www.rockpapershotgun.com/2014/12/19/best-being-pleasantly-lost-bernband/

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... if I had to draw a conclusion here, it is that what I failed to really see was how utterly trivialized gender is by standard games, and how it would never occur to any given male player that playing as a woman might actually make a difference in what (or how) a game makes meaning.  Instead of explicitly deconstructing the privilege I set my sights on, I sorta feel like I gathered my firewood and forgot to strike the match.
http://correlatedcontents.tumblr.com/post/100357151149/hey-i-just-wanted-to-say-that-i-really-enjoyed

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if the S3 plan is a crucible through which the Patriots are recreating Snake as embodied by Raiden (or at least doing so as a benchmark for the *real* S3 plan), I was not only a participant due to my connection as a player to Raiden as an actor, I was now an active collaborator with the Patriots.
/.../
And sure, my will overlapped with Raiden’s character goals but the way in which they overlapped was perverted by the nature of ranked play. Both Raiden and I want to defeat Vamp. However, I want to do this to assert my technical mastery as a player while Raiden actually wants to do this to save lives.
/.../
I want to complete the game according to the simulation mapped in my head. The one where Raiden achieves perfection. My emotions threaten to distract me from that. I need to pull back. Like the Patriots, I cannot choose to see Raiden or any other character as anything other than things I can manipulate to get a result. Austin Howe pointed out to me that the Big Shell is shaped like an infinite loop. Each Shell is a circle. Combined, they form a lemniscate. I run around and around, repeating simulation after simulation. Mr. Howell notes that the level design of Shell One is a reaffirming myth space where Raiden fallaciously continues to enact his fantasy of being Solid Snake. A hypnotic mold.
/.../
If the Big Shell is about affirming my control as a player over the simulated space of the game, Arsenal Gear is where the simulation starts to run wild.
/.../
This specifically is because there is an rogue factor in the program that I cannot afford to ignore any longer: Snake.
/.../
What was I not engaging on if not my own S3 plan? Both to mold Raiden into the perfect actor but also to control the flow of the digital information that made up the game. I wanted to censor anything that didn’t fit into the narrative of “my playthrough”. I wanted everything that the villains wanted. Perfect data, perfect control. In the end? I got what I wanted. I “won”.

And I’m not going to lie: I’m not sure if that’s a good thing or not.
http://transgamerthoughts.tumblr.com/post/110792352797/according-to-simulation-metal-gear-solid-2

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This video is my explanation why I am leaving MGS criticism due to the series' sexism.
https://www.youtube.com/watch?v=dEX1vU1-9I8






§MISC

When we grasped this new dual-grip controller we did something that Goto might not have ever imagined: We placed our right thumbs solidly over the X button. Without the benefit of so many years of cultural reinforcement we didn’t know that the X was not the affirmative button. We couldn’t have.
http://killscreendaily.com/articles/semiotics-controller-design/

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I spent most of my life religious—Christian, to be specific. Semi-recently, however, that small part of me died. Or maybe I killed it myself. I know one thing for sure, though: video games had a hand in it.
http://kotaku.com/the-game-that-let-me-mourn-my-lost-faith-1688465653

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Extra Credits - What Makes Us Roleplay? - When Game Worlds Feel Real
https://www.youtube.com/watch?v=aJCEQaSlvHE

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Extra Credits - Asymmetric Play - Can One Game Cater to Many Playstyles?
https://www.youtube.com/watch?v=SQhxtfKH1f8